Exploring Gender Roles Through Video Games Literature: Fostering Critical Thinking in Education
Objectives: This study aims to examine the potential of video games as educational tools to challenge and deconstruct traditional gender roles, particularly in conservative societies where gender norms are rigidly enforced. Theoretical Framework: Grounded in gender studies and critical media analysis, the research explores how video games both reinforce and subvert societal gender stereotypes, offering an innovative avenue for fostering critical thinking and achieving gender equality (SDG 5). Method: The study employs qualitative content analysis of selected video games, alongside a review of pedagogical practices in gender studies. It further considers cultural contexts to address the resistance to integrating video games into educational frameworks. Results and Discussion: Findings reveal that while many video games perpetuate stereotypical portrayals—men as strong heroes and women as passive victims—there exists significant potential to use video games to critically engage students with these representations. The analysis highlights how indirect engagement with such media can provoke reflection and discussions about societal gender norms. Research Implications: The study underscores the need for integrating video games into educational curricula as tools for addressing sensitive cultural topics, providing educators with strategies to navigate resistance while leveraging the medium's unique capacity for critical engagement. Originality/Value: By addressing the underexplored intersection of video games, education, and gender studies, this research contributes to the discourse on innovative pedagogical tools for advancing gender equality in conservative cultural settings.
Authors
- Ashraf Waleed Mansour (ORCID: https://orcid.org/0000-0003-0639-535X)
- Ala Shdouh
Publication Details
- Journal
- Journal of Lifestyle and SDGs Review
- Published
- 2024-11-19
- DOI
- https://doi.org/10.47172/2965-730x.sdgsreview.v5.n02.pe03496
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 0.00