ABSTRACT
Guided by biological and cultural perspectives, this work examines the formidability of male characters in video games released between 1974 and 2018 (n = 702). Formidability (e.g., size, strength) has served an essential function in the evolution of humans, especially for males. Alongside this evolution, cultural practices have long centralized formidability by celebrating it as a signal of masculinity. We review this biocultural phenomenon and connect it to patterns in human communication via a content analysis of depictions of playable male characters in video games. We identify two primary cultural influences on formidability portrayals in video games (i.e., technological advancement and the gendered culture of gaming) and contend that these factors interact to shape the occurrence of formidability in male character representations. Results indicate that formidable portrayals followed a quadratic trend increasing in early years before declining in recent years. Overall, average formidability was low, but observations aligned with hypotheses grounded in the biocultural framework we introduce. Formidability predicted physicality (i.e., vigorous bodily action), violent behavior, and use of weapons. It was highest in genres that emphasize physical enactment (e.g., fighting and sports games) and was less common in games rated for children. We interpret the findings with respect to the functional nature of formidability throughout human evolution and its role in contemporary society. We make suggestions for future refinement and application of the formidable masculinity framework.
Disclosure statement
No potential conflict of interest was reported by the author(s).
Notes
1 We share supplemental reports with the full sample via the Open Science Framework (OSF): https://bit.ly/3bntcKI. The data underlying this article will be shared on reasonable request to the corresponding author.
Additional information
Notes on contributors
Michael Gilbert
Michael Gilbert, M.A. is a Ph.D. Candidate in the School of Communication at The Ohio State University. His research concerns intragroup and intergroup processes in digitally mediated contexts.
Teresa Lynch
Teresa Lynch, Ph.D. is an Assistant Professor in the the School of Communication at The Ohio State University. Her research investigates emotion and gender in the context of video games.
Sage Burridge
Sage Burridge, M.A. is a graduate of the School of Communication at The Ohio State University. Their research interest concerns avatars and self-presentation in virtual environments.
Lindsey Archipley
Lindsey Archipley, B.A. is a graduate of the School of Communication at The Ohio State University.