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Women in video games

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Women in video games © 2016, MOAMFJ All rights reserved.


objectives To understand how generations of 50’s and under are being conditioned against women  To consider the value of women  To identify the importance of God’s new design for the human race 


Reference: Analysis available in Bloomberg Business Week (Dec 17,2014)

WHAT DO VIDEO GAMES HAVE AGAINST WOMEN?


Did you know the video game industry is larger than Hollywood (2013 statistic)?


context 

Does your home have any of the following?     

Wii Playstation X box PS Vita Nintendo


Common themes associated with women in video games, rap lyrics and the marketing of toys Hypersexualized female characters  Graphic depictions of brutal violence against women by men  Females in need of rescue  Females as background/decoration  Hardly ever as a character of power  The word “whore” is used as a synonym for a woman 


Common themes associated with women in video games, rap lyrics and the marketing of toys cont’d 

Rewards given to players when female characters are killed


Did you know that “gamerate�, the hashtag war prevalent in this industry, uses vicious harassment and malicious, sexist threats of violence against female game designers?


context 

Who does the video game industry most appeal to? Curious Bored and brilliant Socially isolated/misfits Behaviourally marginalized Fantasy junkies Adults who played with action figure toys as children Persons from dysfunctional relationships where the power struggle always seemed tipped in favour of women  Sexually inhibitied individuals who feel trapped  Adrenaline junkies       


4 (For the weapons of our warfare are not carnal, but mighty through God to the pulling down of strongholds;) 5 Casting down imaginations, and every high thing that exalteth itself against the knowledge of God, and bringing into captivity every thought to the obedience of Christ;

2 CORINTHIANS 10 KJV


The hashtag wars and the video game scenarios wage a carnal war based on Words  Power/might  Slander/gossip 


This $25 billion industry (2013) thrives on fantasy – strongholds i.e. imaginations and high things in the human mind


14 But every man is tempted , when he is drawn away of his own lust, and enticed . 15 Then when lust hath conceived , it bringeth forth sin: and sin, when it is finished , bringeth forth death.

JAMES 1 KJV


This way of thinking draws the unsuspecting into associating with and fulfilling dark desires


10The thief cometh not, but for to steal , and to kill , and to destroy : I am come that they might have life, and that they might have it more abundantly.

JOHN 10 KJV


The unseen hand in the hashtag wars including video game wars must never be forgotten


So what threat do women present?


27 So God created man in his own image, in the image of God created he him; male and female created he them.

GENESIS 1 KJV


Threats assessed Made in God’s image  Created by design to dominate the physical world  A fruitful being (1 Timothy 2:16)  A suitable companion (Genesis 2:20,23) 


23 And Adam said , This is now bone of my bones, and flesh of my flesh: she shall be called Woman, because she was taken out of Man.

GENESIS 2 KJV


Consider this Genesis 1:27  Genesis 2:22-24  Malachi 2:15 


Why destroy women?


How do you systematically destroy the image of God?


By destroying Male  Female 


Why?


To prevent the birth of godly offspring!


How is the image of God destroyed?


By casting male and female into unnatural roles contradictory to God’s original design thus making them vulnerable to God’s judgement and wrath.


Broken and scared image bearers cannot produce wholesome, godly seed


How is the image of God restored?


consider Colossians 3:10  2 Corinthians 3:18  1 Corinthians 15:49  Romans 8:29 


Why does God do a new thing by joining 2 parts into 1 new being?


consider Ephesians 2:15,16 ď‚— Colossians 1:20 ď‚—


The only way God can resolve the battle of the sexes is to unite then in Christ and so establish eternal peace!


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Women in video games by Facilitator - Issuu