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INFERENCE ESSAY

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Introduction
Inferences and assumptions are natural human expressions towards something they know or they seem to know. Recently it has been said in innumerable quantity of articles and television programs, that brings over and over that the persons should not play video games, for diverse reasons, already because they can damage the sight as well as isolate the people of the real world and saying to come to a point where the only thing that people only want to play video games.
Moreover, the opinions or inferences from the video games, the purpose of the essay is a linked topic to videogames, the group of interest especially I belong, Girl Gamers, the situation to be a woman and gamer, continues nowadays being something controversial. However the gender nature of gaming is not a stereotype itself, although it may contribute to females’ gamers to be seen in a wrong perspectives and beliefs towards playing video games.

Body
Gaming has been consider more able or adaptable for men/boys rather than women/girls. Nowadays there are more female gamers in the industry; around 44% of gamers are female and 55% are male (Entertainment Software Association, 2015).
The world in general has done to itself, different perceptions or inferences, to certain, extent badly groundless due to the fact or even, the possibility of seeing women or girls to play video games. It is true that nowadays not only this question as this one, but in any other area, the tastes or the hobbies already do not qualify as anything for woman or anything for man, but with the time and the conscience of other persons inside a society, returns to these "stereotypes" something from the past, giving welcome to a more opened perception and without prejudices.
It is a fact that many assumptions and prejudices exist surround to the topic of the video games as such itself; nevertheless, focusing more thoroughly, the fact of a woman playing video games, one of the most common assumption, in the negative one, is from the root of the fact in which, “a woman cannot be a gamer, because the video game’s composition, they are not focused or are not for women”. This assumption primary based for the quantity of violence or of high sexual content in many video games. The first video games that were designed in a more complex way in the year of 1976 were fighting games; by the way, in these years everything was classified previously and for obvious reasons, games design for men or boys.
On the other hand, there is a quite different side, there is an inference surrounding female gamers, because it speculates that “female gamers have lower skills at playing videogames”, which is linked towards the assumption above, as it was already mention, most video games were design for men, socially accepted before, but the reason why most people think that infer, is the natural sense of a woman to be classify as a sensitive and fragile person, being denotative for a woman to not be “able” to handle or in this case, to play well, a normal fighting game, in which more than 30% of the games are those games, which implies violence, war and other bloody matters.
This inference is not subject to scientific facts, but simply it is a social factor that has happened for a long time. The fact that a woman, likes to play video games, is something that a few years ago doesn’t look 100% normal, also that fact does not imply to say that women could not have the skills to play it well because they are women and their behavior “does not” allow them to do such things, on the contrary, there are no distinctions between man and women at the moment of using their own skills as players as every hobby or sport, this wrong inference has made at a certain point women to feel less in this aspect; of course in real life, as everything is just a matter of practice not only for women, also for men.
Others of the most common assumptions and that often is false for questions of perception, which come mostly from men, it is the fact that the "Female Gamers” have to be extremely beautiful, with delicate facial features and exuberant body. And this fact is merely provoked by the role of the women in the video games, where they are represented in majority a very beautiful women and of excessive proportions, with very showy wardrobes or even nude ones, also of delicate voices and with a social role dependent on the masculine character in many video games.
Precisely for the feminine prominent figures from the videogames it is in the main that men do the assumption of which the women who play video games are excessively beautiful women or extremely hot, similar to the prominent characters of women in video games, that is to say, here is presented a problem of perception of the reality, due to the fact that one believes the illusion by most of the video games, damaging the image or putting the image of the women in a plane that is almost impossible to see in a real and palpable way, because of nature, all women are different as well as men in physical proportions, becoming this assumption not real as many men, player or not, can imagine.

Conclusion
It is true that is natural for every human being to make assumptions or inferences according to their experiences or how they think life is, according to what people see and feel. Sometimes these inferences or assumptions, depends on the case, are right or wrong, the thing is to search as much as possible the thing or the topic people want to, in order to make the right thoughts or assumptions. The topic choose for this first essay during the course of Critical Thinking, was with the intention to show the gaming aspects and being women, and that exists many assumptions or inferences that make believe people things about women gamers that are not true at all. As is the interest group where I belong, is something that personally I experienced before. Those assumptions surprise women gamers up to a certain point but the thing is to not take everything as true as it may sounds, without making the correct research about it.

References
Beavis, C., & Charles, C. (2007). Would the 'real' girl gamer please stand up? gender, LAN cafés and the reformulation of the 'girl' gamer. Gender and Education, 19(6), 691-705. doi:10.1080/09540250701650615
Chan, E. Y. (2008). Females' video game playing motivation and performance: Examining gender stereotypes and competence goals (Order No. 3325005). Available from ProQuest Dissertations & Theses Global. (304461442). Retrieved October 25, 2015 from http://search.proquest.com/docview/304461442?accountid=1230
Essential Facts About Computer and Video Game Industry. (2015). Retrieved October 25, 2015, from http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

Jagged. Heavyweight Champ. (2014, March 11). Retrieved October 25, 2015, from http://www.giantbomb.com/heavyweight-champ/3030-36496/
Miller, T. (2014, Oct 17). Perception vs. reality: Video game influence. The Santa Fe New Mexican Retrieved October 25, 2015 from http://search.proquest.com/docview/1614063263?accountid=1230
Mou, Y., & Peng, W. (n.d.). Gender and Racial Stereotypes in Popular Video Games. Retrieved October 25, 2015, from https://www.msu.edu/~pengwei/Mou Peng.pdf

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