About 'girls sleeve tattoos'|Half Sleeve Tattoos For Girls
At present time most Americans believe they have overcome gender discrimination. Many claim that America has reached the point of true equality where men and women have equal rights. Yet, everyone should realize that this actually is not the case, the idea of male superiority exists in modern American society. It lives in our workplace, in our government, in our military, and more. People may expect it to exist in these places; however, not many have noticed the effects of the concept of male superiority in one of the most common forms of entertainment, video games. Video games tend to favor male characters and place females as damsels in distress or sex icons, thus teaching players gender stereotypes and male superiority. In 1998, Tracy L. Dietz examined thirty-three games on the Nintendo and Sega Genesis game consoles. Thirty-one percent of the games did not have a female character. When there was a female character, she was shown in a submissive position. Merely 15 percent of the female characters attained hero statuses, the others were princesses or wise older women (qtd. in Jansz and Martis 143). The games were thus dominated by male heroes. Not only was there a lack of women represented, but they were mostly submissive or supportive characters. This teaches the stereotype that women are the weaker sex and need to be rescued by men, the heroes. In the summer of 2002, Berrin Beasley and Tracy Collins Standley did a study on clothing as an indicator of gender role stereotyping in video games. They randomly picked games from Nintendo 64 and Sony Play-station. All of the characters (human, animal or object in a video game which displayed human like characteristics) were coded based on their gender, and their clothing. Clothing was further divided by sleeve length, neckline, lower body attire (which was later removed because the findings were not significant), and cleavage. From the forty-seven games, five hundred ninety-seven characters were coded. The results were intriguing. Of all the characters analyzed, 427 were men, 82 were women, and 88 were of an indeterminable gender. This means that most of the characters portrayed in video games are male. Around fifty percent of the world is female, yet only one in every four of the video games included females (Beasley and Standley 289). Under representation of females shows how males are privileged in games. It was also ironic there were more aliens or creatures represented than females, which can lead one to believe females are less important than non-existent creatures. In sleeve length, nearly half of the females were shown without sleeves; most were wearing halter and tank tops or bathing suits. This proved that women are shown with fewer clothes than men in video games. Of the twenty- eight characters with a low neckline, twenty-four were female. Of the seventy-one female characters with visible cleavage, twenty-nine (41%) were considered voluptuous (having large or overly large breasts). Furthermore, thirty-one percent of the characters with voluptuous breasts were n games rated E for everyone. This means that little kids can play these games with suggestive characters. Thus, the majority of the female characters are dressed in such a way as to bring attention to their bodies (Beasley and Standley 269). Bringing attention to the bodies of females shows the stereotypes of what women "should be." Being dressed in these ways can create a strong sexual meaning for the boys or young men (Beasley and Standley 269). The appearances of women in these games may cause them to believe all women should or will dress provocatively and/or have voluptuous breasts. It can also make girls who play video games inferior about their own bodies or clothing, some may even try to be like the females portrayed. Jeroen Jansz and Raynel G. Martis completed a study of twelve games in 2007. The games were chosen based for their portrayal of different races and genders and for their storyline. The story lines helped determine the roles and position of characters based on race and gender. The focus was on just the human characters. They were analyzed based on gender, race, role and appearance (Jansz and Martis 144-145). The results included twenty-two characters. Thirteen of the twenty-two characters were men. The leading characters had an equal distribution of six men and six women. Yet, the supporting characters included seven men and only three women. Five of the nine women wore sexy attire, clothing which shows skin or could be seen as seductive and/or suggestive. This matches the stereotype women are to dress provocatively. This means half were being showcased as being sexual icons. Seven of the nine women were thin, two were average and none were heavy. Also, 77 percent of the women had breasts that were considered to be large (Jansz and Martis 144-146). These physical characteristics play into the stereotype that women should be thin and have large breasts. The portrayal of women in video games as sexual icons teaches the players these stereotypes. At my own home I picked out three Nintendo Game-cube games at random from a stack of around forty. The ones picked were Mario Superstar Baseball, Need for Speed Underground and The Urbz: Sims in the city. After examining the front and back covers it was clear to me how females were portrayed. In Need for Speed Underground, there was only a car on the front. On the back there was an average height woman wearing a white tank top and low rider pants. She had an above average sized chest, a somewhat small waist and tattoos on her upper left arm. This can bring in the thought that people driving the cars in the game were doing it to get women. Even though she was not overly provocative, players of the game may assume that women love those who compete in street racing or that they will dress with more skin showing. In Mario Superstar Baseball, the front cover only shows male characters (Bowser, Mario, Luigi, Wario, Donkey Kong) and an unidentifiable gendered dinosaur (Yoshi). All the characters are shown in a small column on the right of the back cover. This column includes the characters on the front plus two females, four other male characters and an unidentifiable gender dinosaur (Princess Peach, Daisy, Waluigi, Diddy Kong, Bowser Junior, and Birdo). In total there were eight characters of male gender (two of which were nonhuman), two female characters (they both are wearing blue earrings), and two dinosaurs of unidentifiable gender. The female characters are only displayed as often as the dinosaurs, yet in the modern world dinosaurs are extinct and females make up half of the population. It can seem ironic that both of the female characters are wearing jewelry, as if they were going somewhere nice. However, they were only going to be playing baseball. This makes the players think that girls should always wear jewelry no matter what the occasion. They both have long hair which is nicely put in a pony tail or a combed to their shoulder. This suggests women should always have their hair looking nice. These portrayals of characters hint at and teach gender stereotypes. Male superiority is shown by the abundance of male characters compared to female. In The Urbz: Sims in the City, there is an equal depiction of two males and two females on the front cover. On the back cover there seems to be a decent amount of females in four frames describing the game. This game has equal representation of both genders. There is a slight issue with the way females are clothed and their body structures. One of the females on the front has above average chest with a small waist, large hips and long thin legs. She is wearing a bare midriff leather jacket, purple belly shirt and jeans that go down past her hipbones. The other female on the front had a very low cut purple jacket where cleavage is visible, and skinny legs with very tight sweatpants. This demonstrates that some games have become conscious that women should be shown equally. Yet, within these games, stereotypes about women's bodies are evident. Women should have a large chest, small waist and medium to large hips. They should be skinny and have a long neck and long legs. Though these games have made progress to show more women, they still show them stereotypically and do not take into account all women have different structures. This can teach male players to expect women to have "perfect" bodies, and female players of what they should look like. The Entertainment Software Association estimates that "fully half of all Americans age 6 or older play video games" (ESA 2005). This means that the majority of all Americans who are six years of age or older have been learning from video games. They learn that males, being more prevalent in the games, are superior to females. They are taught that women should look and dress certain ways. Also, women are seen as submissive and/or as sex icons and hardly ever the heroes. Even when women are shown as main characters or heroes, they are dressed in provocative ways. In 1992, Eugene Provenzo Jr. suggested "Like television, video games are a type of medium providing information that both entertains and educates." It seems he is indeed correct. It is obvious that video games play a major role in the lives of children, young adults and even some older people. Anyone can learn so much from these games. Yet, are the games teaching correct and moral concepts? This new industry has impacted the lives of people all across America. Have we, as Americans, really gotten past inequality among genders? The Video games industry suggests otherwise, through stereotyping and male superiority, that we still make assumptions based on gender. So, next time anyone picks up that controller they should ask "What am I really learning here?" Works Cited Beasley, Berrin and Tracy Collins Standley. "Shirts vs.Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games." Mass Communication & Society 5.3 (Summer 2002): 279-293. Academic Search Premier. EBSCO. Loyola Notre Dame Library, Baltimore, MD. 17 November 2007. "Game Player Data." Entertainment Software Association.(2005). 17 November 2007.Jansz, Jeroen, and Raynel G. Martis. "The Lara Phenomenon: Powerful Female Characters in Video Games." Sex Roles 56.3/4 (Feb. 2007): 141-148. Academic Search Premier. EBSCO. Loyola Notre Dame Library, Baltimore, MD. 17 November 2007. Mario Superstar Baseball. Redmond: Nintendo of America Inc. NAMCO. 2005. Need for Speed Underground. Redwood City: Electronic Arts Inc. Nintendo. 2003. Provenzo Jr., Eugene F. "What do video games teach."Education Digest 58.4 (Dec. 1992): 56. Academic Search Premier. EBSCO. Loyola Notre Dame Library, Baltimore, MD. 17 November 2007. The Urbz: Sims in the City. Redwood City: Electronic Arts Inc. Nintendo. 2004. |
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