下載/瀏覽

Download Report

Transcript 下載/瀏覽

Shirts vs. Skins:
Clothing as an Indicatorof Gender
Role Stereotyping in Video Games
在電視遊樂器中穿著對於性別角色的刻版印象的指標
作者: Berrin Beasley
Department of Communications and Visual Arts University of North Florida
Tracy Collins Standley
Department of Mass Communication McNeese State University
期刊:
MASS COMMUNICATION & SOCIETY
日期:
2002.5
指導教授: 劉以琳教授
組員:
葉孟欣
翁平倫
目錄










前
研
研
內
研
研
編
研
結
限
言
究
究
容
究
究
碼
究
論
制
議 題
對 象
方
設
員
結
法
計
的 可 信 度
果
因 素
前言

1. 電玩世界的崛起
(1) More than 50 million homes have either a Nintendo or Sega
system
(2) In 1999, Americans bought more than 215 million computer
and video games.
1.有超過5千萬的家庭用戶不是有任天堂主機就是有
SEGA。
2.在1999年的時候,美國人購買了超過 2.15億的電腦和
電視遊戲。

電玩世界的崛起
The video game industry has already won 30% of the U.S. toy
market (Van Horn, 1999).
電視遊戲產業已經在美國玩具市場贏得了30%的比例。
前言

2. 電玩的主要族群-男性
Research indicates that the majority of video
game players are young men.
(Griffiths, 1991; Kaplan, 1983; Wiegman & van Schie, 1998)
研究指出大多數的玩家都是年輕男子

電玩的主要族群-男性

Reasons given for this range from the idea that video
games contain more masculine than feminine players to
the idea that men tend to outperform women on tasks
involving visual and spatial skills to the idea that because
girls spend more time in personal care, social interaction,
and chores than boys, boys then have more time to spend
playing video games
鑑於「電視遊戲中男性玩家人數總是大於女性玩家的人數」此範圍的原因,
發現因為男性玩家較女性玩家在操作性能包含視覺和空間技能上
勝出。因為女性比男性花更大部分的時間在個人保養、社會上的交際互動;
然而男孩則是花他們的時間在玩電視遊戲。
研究議題

This research uses content analysis to examine the
portrayal of women in 47 randomly selected games
from the Nintendo 64 and Sony PlayStation console
gaming systems.
此研究是用內容分析法來檢視47個隨機抽取的遊戲中,來調查電
玩遊戲對女性的描繪。而這遊戲是任天堂64及新力Playstation
所抽出來的。
研究對象

227 PlayStation games and 114 Nintendo 64 games.
227款Playstation遊戲 和 114款任天堂64遊戲。
內容

性別歧視
Of the 597 characters coded, only 82 (13.74%) were
women. The Nintendo 64 games had the fewest
number of female characters, and the majority of the
female characters wore clothing that exposed more
skin than the male characters.
在597個角色中只有82個(相當於13.74%)是女性。所以任天堂64遊戲的女性角色是
最少的,而大部分的女性角色穿著都還要比男性少。
內容

電玩主要市場是小孩,而且還是男孩居多
Huston et al. found that weekday time spent playing video
games was very close between the 2- to 4-year-old boys and
girls in their study, but from ages 5 to 7, boys spent
considerably more minutes playing video games than did girls.
Huston et al.(1999) 發現二到四歲的男孩與女孩花在玩遊戲的時間上很相近,但從
五歲開始直到七歲之間,男孩子花在遊戲上的時間遠遠超過女孩子.

Among the boys, another 29% played between 3 and 6 hr per
week. Only 15% of the girls said they played video games at
home from 3 to 6 hr a week.
29%的男孩子在玩電玩的時間更到達於每週3~6 小時,而只有少數15%的女孩子
才會像他們一樣。
內容

電玩主要市場是小孩,而且還是男孩居多
Video games are the most popular form of entertainment for
boys and men between 12 and 25 years of age (Kotick, 2001).
The core gaming audience is 8- to 14-year-old boys (Brody, 2000).
對於十二到二十五歲間的男孩,電玩遊戲是個熱門的消遣娛樂。
但主要熱衷於電玩的是在八到十四歲的男孩子。

According to a national survey, nearly half (44%) of console
players, such as those who play Sony PlayStation and
Nintendo 64, are 17 years of age or younger (Anders, 1999).
根據國際間在一九九九年的問卷調查,將近一半(44%)熱衷於Sony PlayStation
and Nintendo 64的電玩家,主要是十七歲的小孩或是更小的年齡。
內容

電玩對小孩的性別角色刻板印象的影響
children can and do learn gender roles via the media, gives
rise to the question of how male and female characters are
depicted in the PlayStation and Nintendo 64 console video
games.
小孩們可以藉由媒體中學習到性別角色,所產生的問題是:
在PlayStation and Nintendo 64中, 遊戲中的男性與女性角色是分別如何被描繪出來。
內容

電玩對小孩的性別角色刻板印象的影響
In the aftermath of the Federal Trade Commission’s (FTC’s)
September 2000 findings that the film, music, and video game
industries were inappropriately targeting adult-oriented
material to children, it became obvious that parents and
scholars alike needed to more closely inspect the content of
such material.
在「美國聯邦貿易委員會在2000年的九月發現了電影、音樂,以及電玩產業皆不適當地將
成人型當做素材給小孩看」的餘波後,有一個明顯的狀況出現: 家長和學者一樣都需要
仔細的檢查像這些成人型的素材。
成人型 =穿著較裸露
內容

電玩對小孩的性別角色刻板印象的影響
A second area of concernneeded to be addressed. Media
content cannot only affect attitudes toward violence, but has
also been demonstrated to affect attitudes toward acceptable
gender role behavior.
第二個被關切的方面需要加以解決的是
媒體內容不僅可以影響玩家對暴力的態度,
也被證明是可以影響玩家接受性別角色行為。
內容

觀察「小孩在遊戲中理解到什麼」
Applying Gender Schema Theory and Social Learning Theory
to the way that children interpret what they see in video
games can help parents and researchers better understand
the potential teaching abilities of these media products.
應用 性別圖式理論 與 社會學習理論 的方式,觀察「小孩在遊戲中
理解到什麼」可以幫助家長和研究人員更好了解這些媒體產品的潛
在教學能力。
內容

性別圖式理論 V.S 社會學習理論
According to gender schema theory, the process of applying
learned sex concepts to new information may be achieved
through the use of schemata (Bem,1981, 1983, 1993)
根據性別圖式理論,學習性別概念來應用到新的資訊的過程,可以利用圖式來達成

Social learning theory is one way of explaining how children
learn about what are acceptable and unacceptable clothing
and behaviors within their society through the processes of
reinforcement, observation, and imitation (Bandura, 1965; Bandura, Ross, &
Ross, 1963; Bandura & Walters, 1963;Durkin, 1985).
社會學習理論是一種方式來解釋兒童在他們的社會經由強化、 觀察、模仿的過程來如
何學習什麼是可接受的和不可接受的行為 。
內容

Dietz的內容分析研究
Dietz (1998), who content-analyzed 33 Nintendo and Sega
Genesis video games popular in 1995 regarding the portrayal
of women and the use of violence.
Dietz 使用了內容分析法,分析了33個在1995年熱門的任天堂和世嘉電玩遊戲中,
對女性的描繪和暴力的使用。

Dietz found that with 41% of the games, there were no female
characters.
Dietz 發現,41%的遊戲,沒有女性角色。
內容
Dietz的內容分析研究

1. Of the games that included female characters, 28%
depicted the women as sex objects.

2. Nearly 80% of the games included violence or aggression

3. 21% depicted violence directed at women.
1. 其他有包括女性角色的遊戲,28%的女性描繪為性對象。
2. 有8成的遊戲包括暴力或侵略行動。
3. 21%描繪針對對女性的暴力。
內容

PlayStation V.S Nintendo
These game systems have much more advanced graphic
capabilities than their predecessors, the Nintendo and Sega
console systems.
這些遊戲系統比起上一世代的任天堂及世嘉的遊戲機系統,有更先進的圖形處理性
能系統。
內容

服裝
Clothing can be viewed as a prime indicator of sex roles in our
society, even in video games. (Duncan, 1990; Riffe, Place, & Mayo, 1993)
在我們的社會性別角色裡,服裝可以被看作是一個主要指標,甚至在電玩遊戲裡也是。
研究方法

內容分析法
To determine gender role stereotyping based on the presence
or absence of female characters and the types of clothing
those characters were wearing in video games, a content
analysis was conducted.
為了確定性別角色定型的基礎在女性角色的存在或不存在,與這些角色在電玩
遊戲中所穿著的樣式,我們使用了內容分析法。
研究方法

內容分析法
To accurately reflect the gaming industry, content analysis
must be frequent and thorough.
為了能準確反映遊戲產業,內容分析必須頻繁和深入。

Although this study was indirectly concerned with gender role
stereotyping, it did not attempt to assess what specific gender
behaviors users may learn from playing video games.
雖然此研究間接的關注在於男女性別的刻板印象,但此研究並沒有試圖要去評估
當電玩者玩電玩時的細節男女性別的行為
研究設計
將Playstation 及 Nintendo64 市面上可購買的遊戲建立清單
Compiling a list of the Nintendo 64 and PlayStation games available for purchase at the time of the study
一個隨機樣本是從遊戲的總數所抽取-從商店選出每第七個遊戲開始的第五次列表中的遊戲。
A random sample was taken from this population—every seventh game beginning with
the fifth game in the list of games compiled from the store was selected.
一共選出有48款遊戲被選定為樣本,32款playstation遊戲和16款任天堂64遊戲。
A total of 48 games was selected for the sample—32 PlayStation games and 16 Nintendo 64 games.
研究設計
遊戲則是從一個大城市、一個中等規模的城市,和兩個小城鎮的電玩專賣店租借而來。
The games were rented from area video game stores in one large city, one midsize city, and two small towns.
不是所有在樣本項目裡的遊戲都可以出租,有些樣本會因此受到改變。
Not all the games that were in the sample were available to rent, some alterations to the sample occurred.
這些不能租不到的遊戲則使用隨機抽取的遊戲來取代。
These games were replaced by random selection.
最初選擇的樣本與替代的遊戲一併列入於附錄中。
The originally chosen sample, along with the replacements, is listed in the appendix.
研究設計
美國娛樂軟件分級委員會已裁定每個電玩遊戲的評級。
The games were rented from area video game stores in one large city, one midsize city, and two small towns.
分析與識別的單位
Unit of Analysis and Coding
遊戲是從頭開始分析,而進行遊戲20分鐘後,所有的每一個角色都會進行識別。
The game was started at the beginning, and each character within the first 20 min of game play was coded.
在任天堂64或是PLAYSTATION遊戲裡的角色皆有進行編碼
Characters were coded for the game system they appeared in (Nintendo 64 or PlayStation),
the game rating, the game category, gender, species, sleeve length, neckline, lower body clothing, and cleavage.
美國娛樂軟件分級委員會

裁定每個電玩遊戲的評級。
代號
名稱
屬性
EC
幼兒
適合三歲以上
E
所有人
6歲或以上
T
青少年
13歲以上
M
成熟
17歲以上
AO
必須成人
18歲以上
K-A
兒童到成人
同E
RP
有待評級
研究設計
角色他們所參與的遊戲,也進行了編碼。
Characters were also coded for the type of game in which they appeared. The possible categories were
team sports, individual sports, storyline, combat, classic video game, board game or game show, television
or movie based, and other.
角色的穿著也被編碼
Clothing of characters was also coded. The clothing was split into three parts—
the sleeve length, the neckline, and the lower body clothing.
角色的乳溝的分析研究
Cleavage was also analyzed. The categories used for cleavage were flat, average, voluptuous,
and not applicable. Female characters were coded according to breast size.
結果
Results
編碼-角色所參與的遊戲種類



團隊運動 Team sports
EX: 足球、 籃球
個人運動 Individual sports EX: 滑雪、 賽車
故事情節 Storyline
EX: Body Harvest
http://www.youtube.com/watch?v=bnocQS1maqg&feature=related



戰鬥遊戲 Combat
EX: Battlestations
經典電玩遊戲 Classic video games EX: Frogger
棋盤遊戲和遊戲節目的遊戲 Board game and game show games
EX: Monopoly

電視和根據電影的遊戲 Television and movie-based games
EX: MTV Music Generator
編碼-角色的穿著

袖子長度
The sleeve length
EX: 短袖、 長袖、 七分袖、 無袖 。

領口
The neckline
EX: 圓翻領、高領、低領
The purpose of this category was to ascertain how often the player’s eyes were
directed to the female character’s cleavage by having the character dressed in
cleavage-exposing clothing (Duncan, 1990).
因此我們這個種類的目的是為了確定說,藉由女性角色穿著暴露的衣服,
玩家的眼睛會多常看女性角色的乳溝。

下體著裝 The lower body clothing
EX: 褲子,短褲、長裙或短裙。
The purpose of this category was to ascertain whether women were depicted in
traditionally female clothing, such as skirts, and even if they were, how often
they were shown wearing short skirts to emphasize the character’s legs and
genital area. (Duncan, 1990).
這個分類的目的是確定說女性在遊戲中都是被呈現穿著傳統女性服飾,像是裙
子。如果真的有穿裙子的話,她們會多常在遊戲中會穿著短裙來凸顯角色的腳部
及生殖器部。
編碼員的可信度 Intercoder Reliability

Three coders were trained for the study: two female
researchers and a male coder.
這個研究訓練了三位編碼師: 兩個女性研究員以及一個男性編碼師。

Intercoder reliability was judged as acceptable with more than
80% agreement on all categories.
編碼員的可信度,在判斷所有的種類時,超過80%的同意就可被接受。
編碼員的可信度 Intercoder Reliability

Agreement on the sex category was 90.27%, with a Scott’s Pi of .85.
判斷性別種類的同意度則有90.27%

Agreement on the species category was 94.44%, with a Scott’s Pi of .93.
判斷物種種類的同意度有94.44%

Agreement on the sleeve length category was 91.67%, with a Scott’s Pi of .90.
判斷袖口種類同意度則有91.67%

Agreement on the neckline category was 88.89%, with a Scott’s Pi of .87.
判斷領口種類同意度有88.89%

Agreement on the lower body clothing category was 97.22%, with a Scott’s Pi of .97.
判斷下半身穿著的種類同意度則有97.22%

Agreement on the cleavage category was 88.89%, with a Scott’s Pi of .85.
判斷乳溝種類的同意度則有88.89%
結果 Result

A total of 47 games were analyzed for character. From the 47
games, 597 characters were coded. Five of the games in the
sample had no characters—two Nintendo 64 games (Top
Gear Rally 2 and Top Gear Overdrive) and three PlayStation
games (Gran Turismo, Frogger, and MTV Music Generator)

一共有分析了47款遊戲中的角色。從這47款遊戲中,597個角
色有被編碼。其中樣本的五個遊戲中並沒有任何的角色
兩款任天堂64的遊戲(Top Gear Rally 2 和 Top Gear Overdrive)
三款Playstation的遊戲(Gran Turismo、 Frogger和MTV Music Generator)
結果 Result

None of the games were rated EC. Of the 597 characters, 309,
or 51.76%, came from games rated E; 144, or 24.12%, came
from games that were rated T, 128, or 21.44%, came from
games rated M. Sixteen characters (2.68%) came from
games that were listed as rating pending.
在所有597個角色中,
EC級的角色是0個
E級的有309個(51.76%)
T級的有144個(24.12%)
M級的有128個(21.44%)
RP級的有6個

結果 Result

Of the 597 characters analyzed, 427, or 71.52%, of the
characters were men, 82, or 13.74%, were women, and 88, or
14.74%, were of an undeterminable gender.
所有597個角色分析中,
有427個(71.52%)的角色是男性
有82個(13.74%)是女性
有88個(14.74%)是性別不確定的。

結果 Result

Of the 597 characters analyzed, 427, or 71.52%, of the
characters were men, 82, or 13.74%, were women, and 88, or
14.74%, were of an undeterminable gender.
所有597個角色分析中,
有427個(71.52%)的角色是男性
有82個(13.74%)是女性
有88個(14.74%)是性別不確定的。

結果 Result
第一張圖表是利用交叉製表來分析任天堂64及Playstation遊戲中男女角色的比例。
A chi-square cross-tabulation compared the gender with the game systems
結論
雖然女性角色在電玩遊戲中是微不足道的,但任天堂64的遊戲仍然還是有少許的女性角色。
Although female characters are vastly underrepresented on video games,
the games for Nintendo 64 have the fewest number of female characters.
結果 Result
第二張圖表是分析了遊戲評級中性別所佔的比例
A chi-square cross-tabulation compared the gender with the game systems
結論
在所有評級的遊戲裡,女性角色皆是一樣以可憐的方式被描繪出來。
it shows that female characters are equally poorly represented in all ratings of games.
結果 Result
第三張圖表分析了遊戲類別中性別所佔的比例。
A cross-tabulation that compared game category with gender
結論
團隊運動遊戲中缺乏女性角色
the lack of female characters in team sport games.
結果 Result
第四張表格以袖子來比對性別所佔比例
Sleeve length was compared with gender in a cross-tabulation
結論
在電玩遊戲裡,女性角色的穿著都比男性少很多。
women in video games are shown less clothed than are men in video games.
結果 Result
第五張表格是利用交叉製表來分析角色的領口
A cross-tabulation of neckline without the categories of none,
other, and not applicable was conducted
結論
再次論證女性穿著比男性還要少
This again supports the claim that female characters
are shown less clothed than men.
結果 Result
第六張表格是分析女性角色的乳溝種類在各個評級的遊戲中出現的比例。
A chi-square also compared rating by cleavage
結論
在E級的女性角色的胸部大小是不切實際的。
The E category is subjected to women with unrealistic breast sizes.
結論- 很大的角色刻板印象

As can clearly be seen, there is considerable gender
role stereotyping in video games.
根據分析結果,很清楚可以看得出,在電玩遊戲
裡的確有一個相當大的性別角色的刻板印象。
結論- 女性角色比例少

Female characters are vastly underrepresented in video
games available for the two major console gaming
systems at the time of the analysis.
In fact, there were more characters of
indeterminate gender (88) than there were
female characters (82).
女性角色在電玩遊戲中所出現的比例大大的不足,
尤其在此研究的兩個主要遊戲系統(N64 & Playstation)

→不確定性別的角色占了88個,比82個女性角色還要來的多。
結論
PlayStation的遊戲所出現的女性角色
比任天堂64的遊戲來的多

Most of the female characters appeared in individual
sport and storyline games, and there were more female
characters in PlayStation games than in Nintendo 64
games.

大部分的女性角色出現在個人運動類型及故事情節的
遊戲中,PlayStation的遊戲所出現的女性角色比任
天堂64的遊戲來的多。
結論
女性角色的穿著一定比男性角色暴露

Not only are women underrepresented in video
games, but those who are present are less
clothed than their male counterparts.

在電玩遊戲裡,女性角色不僅所佔的比例少,
所穿著的衣服也是比男主角還要少。
結論
電玩遊戲的刻板印象確實會影響小孩的自我發展

As social learning theory and gender schema theory explain,
children exposed to gender role stereotyping in the media,
including video games, may develop those attitudes
themselves.

就如同社會學習理論以及性別圖式理論所解釋
的,這些小孩子在媒體上,有受到這種性別角
色的刻板印象,媒體就有包含電玩遊戲,也會
自我發展出這種態度觀念。
結論
電玩遊戲的刻板印象確實會影響小孩的自我發展

Video games may be a fairly new media industry, but game
designers should be reminded that such obvious gender role
discrimination in any media industry is unacceptable.

雖然電玩遊戲事一個相當新的媒體產業,但是
應該要提醒電玩的設計者說
「這麼明顯的性別角色歧視是不能被接受的。」
因為

One half of the world’s population is female.
真實世界裡,女生就佔有人口的一半
限制因素- 角色裝備

Many of the outfits that wound up in the other category were
bathing suits and thongs for female characters and tights for
male characters.

給女性的泳衣和皮鞭,給男性角色的緊身衣。
限制因素- 深入研究角色的行為

Further studies should code what the characters are doing,
whether they are engaged in dominant or submissive
behaviors.

往後的研究中,行為也是很重要的一部分。
應更深入的研究應該編碼角色在做些什麼 。
限制因素- 刻板印象的改善

Clearly, there is room for improvement in the area of
video games as it relates to gender role stereotyping.

無庸置疑的,電玩遊戲在性別的刻板印象
還有很大的改善空間。