Abstract
Many adolescents spend a great deal of time playing online games and may be exposed to sexism while playing. The present study aimed to understand the sexism experienced by adolescents in online gaming in South Korea. Data were collected from July to September 2018 from 25 high school students (15 female, 10 male), recruited via purposive sampling, who participated in individual interviews or focus groups. Participants were 15–18 years-old, with the average gaming experience of 6.14 years (range = .5–13). A descriptive phenomenological research method was used to analyze the interview data, and three themes emerged for adolescents’ experiences with sexism in online gaming: gender stereotyping about online gaming skills, gender differences in game character’s appearance and sexual objectification, and gender differences in active versus passive coping. According to the results of our study, not only young women but also young men were subject to sexism in online games, and players did not know how to deal with sexism in online games. There is a system that reports sexism in online games, but the players do not use the reporting system actively because they think it is not effective. Our study is expected to contribute to the reduction of sexism in online games by helping game policy developers, game developers, and game players to understand sexism in online gaming.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.