MISOGYNY IN VIRTUAL SPACE: EXPLORING REPRESENTATIONS OF WOMEN IN POPULAR VIDEO GAMES

dc.contributor.advisor Eller, Jackie en_US
dc.contributor.author Johnson, Nicholas en_US
dc.contributor.committeemember Mertig, Angela en_US
dc.contributor.committeemember Dye, Meredith en_US
dc.contributor.department Sociology en_US
dc.date.accessioned 2015-06-12T19:04:11Z
dc.date.available 2015-06-12T19:04:11Z
dc.date.issued 2015-03-15 en_US
dc.description.abstract The video game industry is a growing multi-billion dollar enterprise that reaches into the homes and lives of 72% of households in the United States. Recent feminist and scholarly critique of the market has revealed inherent sexism and misogyny as a common occurrence in video games. This study is a content analysis of video game trailers and reviews measuring and discussing the ratio of representative characters of men and women and the varying degree of sexualization between the two groups. This study finds that while the inclusion of women in games is increasing, women are still dis-proportionally absent in games relative to men; and despite being depicted more frequently than previously studied, women continue to be disproportionately sexualized and given inappropriate attire in their role as hero or protagonist. en_US
dc.description.degree M.A. en_US
dc.identifier.uri http://jewlscholar.mtsu.edu/handle/mtsu/4456
dc.publisher Middle Tennessee State University en_US
dc.subject.umi Sociology en_US
dc.subject.umi Women's studies en_US
dc.subject.umi Gender studies en_US
dc.thesis.degreegrantor Middle Tennessee State University en_US
dc.thesis.degreelevel Masters en_US
dc.title MISOGYNY IN VIRTUAL SPACE: EXPLORING REPRESENTATIONS OF WOMEN IN POPULAR VIDEO GAMES en_US
dc.type Thesis en_US
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