Abstract

This research seeks to find out if video games are created for making ideological statements about gender and feminism, and if there are any differences between how females and males perceive, play and react to video games. The research is framed by the Technological Determinism theory, while the Qualitative Secondary Analysis (QSA) is adopted as the research design towards the selection of relevant reports by the British Broadcasting Corporation (BBC) between 2002 and 2014. The study reveals that the advancements made in computer and digital information communication technologies mean that the nature and role of video games in media entertainment has become more psychologically and sociological complex. Also, male and females alike use video games for entertainment, education, information and even sports but do not perceive all video games the same way. The study, among other recommendations state that video games are “weapons” for modern feminists towards sensitizations on gender and related concepts, however, responsible video gaming, should not only be expected of male game developers; female video game developers should also employ reason with caution in the ideation and creation of video games that dominantly carry female themes. Key Terms: Technological Determinism, Video Gaming, Gender Sensitivities.

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