MS13: Video Games
Video games as a media form: genres, platforms, industry structure, representation, regulation, and the cultural significance of interactive media.
Video games as a media form: genres, platforms, industry structure, representation, regulation, and the cultural significance of interactive media.
Video games as a media form: genres, platforms, industry structure, representation, regulation, and the cultural significance of interactive media.
For Video Games, you must know:
Q: Why is interactivity the key difference between video games and other media forms?
Q: How are video games regulated in the UK?
Q: Evaluate the representation of gender in video games.
✗ Video games are just entertainment with no cultural significance. ✓ Games are the largest entertainment industry globally, generate more revenue than film and music, shape cultural attitudes through representation, and have artistic merit (narrative, visual design, music). They are culturally significant media products.
✗ All video games are violent. ✓ While violence is common in some genres (FPS, action), many games are non-violent: puzzle games, simulation games, sports games, and narrative adventures. The diversity of game content is as broad as film or literature.
✗ Video games cause violence in real life. ✓ Research on the effects of game violence is contested. Major studies have not found a causal link between playing violent games and real-world violence. The American Psychological Association notes that while some studies find short-term aggression effects, evidence for long-term violent behaviour is lacking.
Evaluate how video games represent social groups. Refer to your CSPs. [12 marks]
Video games have historically stereotyped social groups, but contemporary games increasingly offer complex, diverse representations. Gender representation has been particularly problematic. Female characters have been underrepresented as protagonists and overrepresented as sexualised objects or passive supporting characters. The 'male gaze' (Mulvey) is evident in character design that emphasises physical attractiveness over personality or agency. However, recent games feature strong female protagonists (e.g. Aloy in Horizon, Ellie in The Last of Us) who drive the narrative and are not defined by their appearance. Ethnic representation also has a troubled history. Non-white characters have been marginalised, stereotyped, or absent. When included, they are often supporting characters or villains. Recent progress includes more diverse leads, but the industry's workforce remains predominantly white and male, affecting whose stories are told. LGBTQ+ representation is growing but still limited. Some AAA games now include LGBTQ+ characters and romance options, but they remain a small proportion of all characters. Indie games have been more progressive in representing diverse sexualities and gender identities. Age and disability representation remains particularly poor. Elderly and disabled characters are rare, and when present, often serve as narrative devices rather than fully developed characters. Overall, while video game representations are improving, they lag behind other media forms. The interactive nature of games — where players 'become' the character — makes representation particularly impactful, as it shapes how players see themselves and others.
AO1 (Knowledge & Understanding): Demonstrate knowledge and understanding of video games, including key concepts, theories, and media contexts.
AO2 (Analysis & Evaluation): Analyse and evaluate video games using relevant theories and frameworks. Consider different perspectives and reach reasoned conclusions.
AO3 (Create): Apply understanding of video games to practical media production, demonstrating how theoretical knowledge informs creative decisions.
Get the best revision books and guides to boost your grades.