Honestly, I never thought about women treatment in a game can be a major issue. Im not a political-sensitive person. I play male characters mainly(unless game dont allow me to,like Final Fantasy 13 and some others), but that just because I prefer my avatar to be a strong tough guy.
*snip*
Treatment of fictional women in game is not an issue because those women in video games are not real.
When anyone here can bring up an actual peer reviewed study that states that video games have an actual effect in the real world on how real men treat real women, then I will stop saying that video games do not have an effect on real life but there is no such study.
In fact, the study that we have proves otherwise:- http://www.ncbi.nlm....pubmed/25844719
A new study published in the journal of Cyberpsychology, Behavior and Social Networking has confirmed what many already suspected was true: video games don’t cause sexism. After examining a number of games containing allegedly “sexist” tropes and monitoring the gamers who played them, a team of three psychologists from the University of Cologne found no evidence that video games can cause real-world sexism.
This study by the University of Cologne took 3 years, a substantial time period and a large sample size. This is important because much of the confusion around whether games cause violence is due to the confusion of short-term effects with long-term ones. It was once erroneously argued that short-term increases in aggression following certain video games proved they cause violence. Later studies found that these effects did not persist over time. The fact that this study took place over three years allowed the researchers to separate long-term effects from short-term ones.
Here is a link from a statistician who examines the study in depth:- https://medium.com/@...e625#.t3zjb62u3
Furthermore, there is another study that was conducted that shows that video games do not make people violent:- http://onlinelibrary...jcom.12129/full
Long-term research into homicide rates and depictions of violence in video games and movies shows no significant relationship. Major new research into the effects of violent movies and video games has found no long-term links with real-life violence. The methodology of previous laboratory studies, which have used spikes in short-term aggressive behaviour to suggest a causal relationship between screened and real-life violence have also been questioned in the report, published in the Journal of Communication.
Christopher Ferguson, a psychologist at Stetson University in Florida, carried out two studies into media violence. In the first, his team correlated US homicide rates between 1920 and 2005, with instances of violence depicted in motion pictures. Although there was evidence of a moderate correlation between a rise in screened and real-life violence during the 1950s, this reversed throughout the rest of the century, with instances of screen violence inversely related to homicide rates in the 1990s.
In the second study, consumption of violent video games was measured against youth violence rates in the previous 20 years. The study concluded that playing video games coincided with a fall in violent crime perpetrated by those in the 12-17 age group.
The research paper also questions the validity of previous studies into links between real-life and screened violence, which have largely relied on laboratory testing. The ways in which aggressive behaviors have been explored and measured in the past, with test subjects watching short clips of violent content and then carrying out specified activities, may well have led to results which have little relevance outside of the laboratory environment, the study suggests.
“The degree to which laboratory studies faithfully capture the media experience is also debatable,” writes Ferguson. “Many such studies provide exposure to only brief clips of media, rather than full narrative experiences, in which violence exposure is outside of a narrative context. The resultant aggressive behaviors are also outside a real-world context, in which the aggression appears to be sanctioned by the researchers themselves, who provide the opportunity for aggression.
“The close pairing of clips of media violence with sanctioned aggression asks may also set up demand characteristics that may explain the small effects typically seen from such studies. The degree to which such studies, regardless of their inconsistent results, can be generaliSed to societal aggression remains debatable.”
The possibility of a link between real-life and screened violence has been a source of huge controversy since the 1970s. The “video nasties” scare of the early 1980s led to the Video Recordings Act of 1984, which saw dozens of horror movies denied video classification. Since then, a series of mass shootings in the US have been linked to violent movies and video games. The perpetrators of the 1999 Columbine High School killings, Eric Harris and Dylan Klebold were said to have been obsessed with violent games such as Doom, while Anders Behring Breivik claimed to have played the military shooter Call of Duty in preparation for the killing of 77 people in Norway in 2011. In January 2013, Obama called for research into the effects of violent games after the Sandy Hook school shooting in Connecticut the previous December.
However, despite years of research, definitive links have not been found, partially because laboratory tests into aggression can only measure short-term aggressive reactions, and partly due to the myriad other psychological and sociocultural stimuli that play a part in violent behavior.
“Society has a limited amount of resources and attention to devote to the problem of reducing crime,” said Ferguson in a press statement. “There is a risk that identifying the wrong problem, such as media violence, may distract society from more pressing concerns such as poverty, education and vocational disparities and mental health. This research may help society focus on issues that really matter and avoid devoting unnecessary resources to the pursuit of moral agendas with little practical value.”
Here is the said press statement:- http://www.eurekaler...a-nlf102814.php
So for the last time:- Video games do not cause violence or sexism.
In fact, to quote Christopher Ferguson, the researcher who was part of the research team that debunked the video games make people violent argument:- “There is a risk that identifying the wrong problem, such as media violence, may distract society from more pressing concerns such as poverty, education and vocational disparities and mental health. This research may help society focus on issues that really matter and avoid devoting unnecessary resources to the pursuit of moral agendas with little practical value.”
People who go around and keep telling you that they need video game content to be friendly towards fictional women or fictional homosexuals because it will somehow affect the treatment of real women and real homosexuals are LYING. They are neo-Puritans whose main goals are to go on some ridiculously preposterous politically correct moral agenda with the goal of censoring things they do not like under nonsensical disproved claims.
Instead of going out there, to the real world and focusing about issues that really matter, like how women are being treated in Middle East or in Western Europe, they spend their time talking about women in video games, because focusing on real issues take actual effort and work, whereas focusing on things that have been disproven but feel good to keep repeating doesn't,