The Effects of Gender-Based Treatment in Competitive Gaming on Gameplay Patterns of Female Players
DOI:
https://doi.org/10.47611/jsrhs.v12i3.5012Keywords:
Behavioral and Social Sciences, Sociology, Gender Studies, Sexism, Video Games, Discrimination, Esports, Competitive GamingAbstract
This study attempts to investigate the involvement of female players within competitive video games, examining gameplay and behavioral patterns as a result of discriminatory treatment. Competitive video games are a rapidly growing phenomenon, with their growing popularity exacerbated by the COVID-19 pandemic and expanding technology consumption. Historical exclusion against women in gaming provides significance to this study, as such exclusion has resulted in lower female involvement and discriminatory social behavior within the community. Semi-structured interviews were conducted with questions pertaining to specific experiences within competitive games as well as subsequent actions taken in response to such experiences. Data was analyzed using thematic analysis to determine commonalities in participant behavior. The themes generated from participant experiences suggest decreased involvement in a plethora of gameplay and communication methods, with reduced communication, gameplay regression, and conformity to gendered game roles being the three most common themes. The results of this study underscore the importance of inclusive behavior towards women in competitive gaming, and may have implications for the future of gender equity in gaming and other male-dominated activities.
Downloads
References or Bibliography
Ballhaus, W., Rivet, E., & Chow, W. (2022). Global Entertainment & Media Outlook 2022–2026 perspectives report. PwC. Retrieved November 8, 2022, from https://www.pwc.com/gx/en/industries/tmt/media/outlook/outlook-perspectives.html
Bryter Research. (2021). Female gamer study: Stats, Data & Insights. Female Gamer Study: Stats, Data & Insights. Retrieved November 9, 2022, from https://pages.bryter-research.co.uk/female-gamer-study
Clarke, Victoria & Braun, Virginia. (2013). Teaching thematic analysis: Overcoming challenges and developing strategies for effective learning. The Psychologist. 26. 120-123.
Dicicco-Bloom B, Crabtree BF. The qualitative research interview. Med Educ. 2006 Apr;40(4):314-21. doi: 10.1111/j.1365-2929.2006.02418.x. PMID: 16573666.
Drenten, Jenna M.; Harrison, Robert L.; and Pendarvis, Nicholas J.. Video Gaming As A Gendered Pursuit. Handbook of Research on Gender and Marketing, , : 17, 2019. Retrieved from Loyola eCommons, School of Business: Faculty Publications and Other Works
ESA. (2022, February 7). 2021 essential facts about the video game industry. Entertainment Software Association. Retrieved November 8, 2022, from https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/
Hilbert, J. (2019, 9 April). Gaming & gender: how inclusive are eSports? The Sports Integrity Initiative. https://www.sportsintegrityinitiative.com/gaming-gender-how-inclusive-are-esports/
Interpret. (2019, 2 March). Female esports watchers gain 6% in gender viewership share in last two years. https://interpret.la/female-esports-watchers-gain-6-in-gender-viewership-share-in-last-two-years/
Kasumovic MM, Kuznekoff JH (2015) Correction: Insights into Sexism: Male Status and Performance Moderates Female-Directed Hostile and Amicable Behaviour. PLOS ONE 10(9): e0138399. https://doi.org/10.1371/journal.pone.0138399
Kaye LK, Gresty CE, Stubbs-Ennis N. Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts. Cyberpsychol Behav Soc Netw. 2017 Dec;20(12):740-745. doi: 10.1089/cyber.2017.0294. Epub 2017 Dec 6. PMID: 29211508.
Kirkpatrick, G. (2017). How gaming became sexist: a study of UK gaming magazines 1981–1995. Media, Culture & Society, 39(4), 453–468. https://doi.org/10.1177/0163443716646177
Kuss DJ, Kristensen AM, Williams AJ, Lopez-Fernandez O. To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity. Int J Environ Res Public Health. 2022 Jan 21;19(3):1169. doi: 10.3390/ijerph19031169. PMID: 35162194; PMCID: PMC8835226.
Lien, T. (2013, December 2). No girls allowed. Polygon. Retrieved October 6, 2022, from https://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed
Lopez-Fernandez O., Williams A.J., Griffiths M.D., Kuss D.J. Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review. Front. Psychiatry. 2019;10:454. doi: 10.3389/fpsyt.2019.00454.
McLean, L., & Griffiths, M. D. (2013). Female gamers: a thematic analysis of their gaming experience. International Journal of Games-Based Learning, 3(3), 54-71.
McLean, L., Griffiths, M.D. Female Gamers’ Experience of Online Harassment and Social Support in Online gaming: A qualitative Study. Int J Ment Health Addiction 17, 970-994 (2019). https://doi.org/10.1007/s11469-018-9962-0
Nielsen Research. (2022, July 21). 3, 2, 1 go! video gaming is at an all-time high during COVID-19. Nielsen. Retrieved November 8, 2022, from https://www.nielsen.com/insights/2020/3-2-1-go-video-gaming-is-at-an-all-time-high-during-covid-19/
Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7–8), 421–435. https://doi.org/10.1007/s11199-016-0678-y
Pennington, C. R. & Kaye, L. K. (2016). “Girls can't play”: The effects of stereotype threat on females' gaming performance. Computers in Human Behavior, 59, 202–209. https://doi.org/10.1016/j.chb.2016.02.020
Reach3 Insights. (2021). The future of gaming is her. Reach3. Retrieved November 8, 2022, from https://www.reach3insightstop3.com/women-in-gaming/?submissionGuid=940b12a9-ac8d-4130-9c2b-d8eb7eedd9fe
Rogstad, E. T. (2021). Gender in esports research: A literature review. European Journal for Sport and Society, 19(3), 195–213. https://doi.org/10.1080/16138171.2021.1930941
Rudman LA. Self-promotion as a risk factor for women: the costs and benefits of counterstereotypical impression management. J Pers Soc Psychol. 1998 Mar;74(3):629-45. doi: 10.1037//0022-3514.74.3.629. PMID: 9523410.
Tang, W. Y., Reer, F., & Quandt, T. (2020). Investigating sexual harassment in online video games: How personality and context factors are related to toxic sexual behaviors against fellow players. Aggressive Behavior, 46(1), 127–135. https://doi.org/10.1002/ab.21873
Vermeulen, L., & Van Looy, J. (2016). “I Play So I Am?” A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players. Journal of Broadcasting & Electronic Media, 60(2), 286–304. https://doi.org/10.1080/08838151.2016.1164169
WePlayHolding. (2021, December 25). What are Esports games. how to define competitive gaming? WePlay Esports Media Holding. Retrieved April 21, 2023, from https://weplayholding.com/blog/what-are-esports-games-how-to-define-competitive-gaming/
Published
How to Cite
Issue
Section
Copyright (c) 2023 Ethan Nguyen; Dr. Soo Park
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Copyright holder(s) granted JSR a perpetual, non-exclusive license to distriute & display this article.