Video games, animation movies and cartoons are the best and easiest way to do this since the characters are created from scratch. They are created to attract attention of men, since in this case most video game players are considered as men. This paper is going to analyze with the help of arguments which are provided by Dorothy Smith and Emile Durkheim; how women are represented in video games, does this representation affect people’s views about social facts and how gamers in general react to this problem when it is addressed to them, do they feel threatened or do they agree that women should be represented without sexualising or as background figures. To be clear, ‘video games’ term in this paper is not cellphone or social media based games such as Farmville or Candy Crush, but they are mostly considered as AAA (triple-A) games which have access to very high budgets and ratings among the reviewers …show more content…
In 21st century as the technology improves, the individuals realize the changes in the norms that the society constructs. Even before birth, children are identified by their sex and treated according to them. This is called the gender role socialization. The double standards and inequality start there, stereotypical pink-blue separation, Barbie dolls-car toys etc. Emile Durkheim argues that these are the results of the social facts, the society’s pressure on people about how they should behave, talk, eat or even what to do with their own lives and futures. People encounter with these kinds of messages every day, that boys and girls are not the same therefore they should be treated