Telika: Crosmando, your whole worldview is acquired through tales, medias, movies, myths, models, advertisements, etc. That is what fabricates a society's values and sense of normality. Videogames are just one element amongst this.
keeveek: Hmm...
So you say video games do contribute to sexism in real life. So it would probably mean video games do contribute to violence in real life.
So if we should fight sexism in video games, we should probably also fight violence in video games and ban it for good.
I'm quite sure that a lot of kids who supported the bush wars had a vision of it that was well mediated by videogame logic, and that a lot of kids who considered "cool" to go join the army had fantasies of videogame heroism (analogous to the war movie heroism that is one form of deliberate propaganda). Remember "america's army" which was a specific tool of the US military, going as far as to swap characters nationalities in multiplayer, to force identification on one side.
So, I don't know exactly about the effects of our games and action movies on aggressivity, antagonism, and violence legitimacy. If they do promote forms of violence through their models ("woot, i'm like steven seagal, you picked the wrong guy, dude"), I don't know what form of violence. I don't know what is in the head of petty, brutal teen thiefs, and whether they see themselves as the GTA guy. I know that our actions and attitudes often mirror our mythical models, I know that lots of traders see themselves as some valorised Wall Street's Gordon Gecko, I know that many mafia lamers see themselves as the romantised characters of The Godfather, I know that many cops chose their career or live it through action movies, and that war prisoners are being tortured by fans of 24h. These are documented things, but isolated, punctual. Not only we tend to bath in a very complex and contradictory network of fiction-endorsed values, but even "violence" itself is a network of contradictions : "Violence" may be less relevant to everyday life than its object - who are defined as the valid target of violence. When so many tales glorify the righteous killing of criminals, is the support of capital punishment such a surprise ? When so many tales justify the slaughter of a specific "attacking" ethnicity, is xenophobia and warmongering such surprising ?
You can ask the question of the worldviews that are reflected by videogames. Violence is generally directed a violent characters, so very few videogames normalize gratuitous aggression (and generally, those that do it, do it in a very self-conscious, self-mockery tone). They do however normalise the answer of violence with violence, and this may be very well linked to specific social trends. You can argue that they also normalize some specific economic models (accumulation, and investment-return cycles, you asically can't have a game without these nowadays and players are frustrated without a "sense of progression", even if it's just the gun and the monsters both looking bigger), and historical models (look at how similar all societies are, even the more exotic ones, in terms of economic/political structures, in management games, as if one kind of organisation was natural, universal and intemporal...
The relations of genders, the "role" of gendered people, are one aspect of that : the role of the woman is to be visually sexy and to be a general commodity (stolen, given as a reward, etc), the role of the man is to be efficient and to earn access to the pinup. It is not specific to games, it's part of our culture, from tv series to action movies and even classic damsel-in-distress tales. And it has always played a role in (or reflected a reality of) our socity, its gender expectations, role attribution, work management, etc. We are now in a time where we can't be naive anymore about these things. We became more self-aware, and the ridicule of it is becoming blatant. Our traditional tales, their traditional structures and imageries, are becoming a bit embarrassing. Old James Bond movies may be lovely, but their sexism is now facepalm-inducing, or just funny in retrospect. We're evolving out of that. And we stress out the bits of pièces that we've inherited to that era, and that are becoming increasingly outdated and ridiculous, even when we're still used to them - so much that we don't always spot them without changing our angle of vision.
It's not more complicated than that. No tale, no fiction (interactive or not) will ever be neutral - they will always represent a world Outlook, if just a reflection of the culture it was produced in. All tales and fictions carry implicit values. All can be criticized for that. Any movie or game can be analysed in these terms. It is a good thing that videogames -a powerful media- get the same kind of analysis as books and movies, in terms of described worlds.
Now, do with that whatever you want. But sexism, just like racism, just like any echo of any author's worldview, is fair game for critique. What is up to you is to decide what is important to you or not, but denial is not a valid way. I do enjoy a lot of fictions that are sexist and/or racist and/or homophobic, etc. I know they have these flaws, and I appreciate qualities that compensate them. And I distancise myself from these flaws instead of endorsing them or denying them. And yes, I do appreciate postmodern stories that do avoid these tropes, and make our norms progress a bit.
Is that such a big problem, warranting such rants ?