for women and men around the world (in a broader sense). Some feminists may wish to create equality within specified areas, cultures, work places, or even forms of media we consume, such as the motive of this essay: video games. Video gaming is a broad and popular medium within the media we consume; according to the Entertain Software Association, 155 million Americans play videogames, which is slightly more than half of the American population. What is more astounding, is that nearly half of our American gamers, are female. Essentially, feminist who are concerned with video games that are sold today, fear for female gamers, who must sensualize discriminating depictions against themselves as they play games, and that gamers will repeat what is demonizing towards women, in real …show more content…
Anita Sarkeesian argues: video games represent females in a negative connotation; women are displayed as dainty, ‘damsel[s] in distress’ who need men to save them from their woe or conflict. Sarkeesian, who may not be a ‘heavy gamer’ (as Christina Hoff Sommers describes in her “Factual Feminist” videos) recognizes how women are portrayed with ‘demonizing’ characteristics within popular video games people play today and games played throughout history. Christina Sommers simply thinks that video games are essentially ‘owned’ by males for the reason that a higher percentage of ‘heavy gamers’ are males. In Sommers defense, there are plenty of female oriented jobs and activities that give sensations of a ‘girls-only’ environment such as Victoria Secret or a make up store like Sephora. To conclude, both feminist have solid stances on the portrayal of women in video games such as one feminist looks at the situation with women in mind and the other feminist with men in mind. I believe that there is a conflict between opinions, but both are equally supporting men and women in their ‘feminist’