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Engendering pleasures: children, gender identity, and the video game market

Faculty Advisor

Date

2025

Keywords

gender, sexuality, morality, entertainment, gaming, portrayal

Abstract (summary)

Video games have become a global mass medium and multibillion-dollar industry, engaging individuals across various cultural and geographic contexts. As children frequently access video games with themes of violence and sexual objectification, there is growing concern over the portrayal of gender and sexuality within these virtual spaces. Mature-rated video games, such as Mortal Kombat and Grand Theft Auto introduce themes that shape children’s perceptions of gender roles and sexual identity in troubling ways. With online accessibility undermining age restrictions, parents and regulatory systems face significant challenges in controlling exposure. This chapter focuses on the portrayal of gender in video games and explores how these representations contribute to the marginalization and objectification of female characters. Game designers and developers, in response to market pressures, often prioritize visual pleasure for a predominantly male audience, perpetuating gender stereotypes. This portrayal not only reflects but also reinforces problematic understandings of gender and sexuality among young players, who internalize these virtual experiences as credible reflections of real-world dynamics. The chapter also examines potential strategies for content regulation, seeking to balance moral considerations with the demands of the gaming market.

Publication Information

Raj, S. J., & Suresh, A. K. (2025). Engendering pleasures: Children, gender identity, and the video game market. In M. Zaborskis (Ed.), The Routledge companion to gender and childhood. Routledge. https://doi.org/10.4324/9781003431923-28

Notes

Item Type

Book Chapter

Language

Rights

Attribution-NonCommercial-NoDerivs (CC BY-NC-ND)