Gendered Harassment and Bias in Online Gaming
The chapter provides an overview of the history of online gaming, highlighting its evolution from the early days of home video games to the emergence of online gaming communities and the rise of eSports. It also explores the gender dynamics within the gaming industry, discussing the challenges and discrimination faced by female gamers and the efforts to create a more inclusive gaming environment. The chapter further examines women's roles as players, game designers, objects of the male gaze, and viewers in the gaming industry, emphasising women's increasing participation and contributions in various capacities. It discusses women's representation in games and objectification's impact on female gamers. Additionally, it touches on the importance of diversity and inclusivity in the gaming industry and the role of online gaming as a social platform. The chapter also attempts to address the gendered themes in popular online games and the potential for alternative gaming experiences to challenge traditional notions of gender in gaming.
- Conference Article
- 10.9776/14325
- Mar 1, 2014
Numerous studies have examined the role of gender in game design, game play and game experience and conclude that women are often excluded and objectified in character design, appearance and behavior. Game and gender studies scholars encourage further research in these topics. However, in the analysis and critique of these findings, there is little to no emphasis on a plan of implementation or suggestions made concerning a change in the approach of stereotypes used in game and character design, sexism in game culture and inclusion of women in STEM related fields. This paper provides insights into the importance of gender roles and character design and representation in video games in relation to creating inclusive gaming environments for women.
- Research Article
- 10.17576/jkmjc-2025-4101-28
- Mar 30, 2025
- Jurnal Komunikasi: Malaysian Journal of Communication
Gaming culture has evolved significantly, transitioning from localized arcades to global digital platforms that connect diverse players. This study explores the lived experiences of female gamers, focusing on the intersection of gender and technology in online gaming spaces. It aims to examine the systemic barriers female gamers face, such as discrimination, gender-based stereotypes, and harassment, while also identifying the coping strategies they employ to navigate these challenges. Objectives of study include exploring discriminatory practices and gender stereotypes female gamers encounter in online video game communities, investigating the effects of gender preconceptions on female gamers' experiences and interactions in online gaming communities, and analysing how female gamers negotiate their identities within online video game communities. Social Identity Theory is used as it is relevant in gaming, where identity is constructed through participation in virtual communities. Eight female gamers were interviewed and the results were analysed thematically. Findings are divided into discriminatory practices and gender stereotypes faced by female gamers, the effects of gender preconceptions on female gamers’ experiences and how female gamers negotiate their identities in online gaming communities. Participants described balancing their identities by selectively engaging with different aspects of gaming culture. Despite encountering challenges, female gamers demonstrate resilience, actively challenging stereotypes, and foster supportive networks to counteract the toxicity they face. Keywords: Female gamers, harassment, gender bias, coping mechanisms, resilience.
- Research Article
- 10.5325/reception.13.1.0112
- Jul 1, 2021
- Reception: Texts, Readers, Audiences, History
Gaming Sexism: Gender and Identity in the Era of Casual Video Games
- Book Chapter
1
- 10.1002/9781119429128.iegmc296
- Jul 8, 2020
Though they have often been marginal, female video game characters have been present, even playable, from the early days of the industry. From Metroid's Samus Aran to Lara Croft to Aloy from Horizon Zero Dawn, this entry tracks the history of women heroes in video games with a focus on titles where the player character is female. Broadly speaking, the representation of women in video games tends to reflect the gender politics and assumptions of the gaming industry as a whole. Early games regularly hypersexualize their female protagonists, for the benefit of an assumed male, heterosexual audience. From the 2000s, as identity politics started going mainstream and the gaming industry itself became bigger and more diversified, we see a rise in customization: the player is able to choose their gender, race, body type, and—on rarer occasions—sexuality. And in more recent years, with the rise of the indie games industry, complex and powerful women are more frequently represented, both on‐ and off‐screen, as capable of carrying a successful franchise. Despite the increasingly nuanced and visible depiction of women heroes in video games, however, there is still much to be done in terms of the frequency, intersectionality, and paratextual framing of these portrayals.
- Single Book
136
- 10.7551/mitpress/7477.001.0001
- Sep 19, 2008
Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine
- Research Article
94
- 10.3389/fpsyg.2019.00898
- Apr 26, 2019
- Frontiers in Psychology
Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected qualitative data in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet gaming disorder (IGD), and (iii) to identify those who are potentially at risk of developing gaming addiction and its characteristics by applying a quantitative approach. A cross-sectional online survey was applied through international gaming forums recruiting 625 female gamers, assessing sociodemographics, gaming devices used and play genres, and a set of questionnaires on gaming [e.g., problem online gaming (e.g., the nine-item short-form scale to assess IGD: IGDS9-SF), female stereotypes (e.g., sex role stereotyping scale), and psychological symptoms (e.g., Symptom CheckList-27-plus)]. Female gamers from all continents reported the use of all videogames, especially popular online games using computers and consoles. The proportion of gamers with potential IGD was one per cent. Regression analyses identified several risk factors for increased scores on the IGDS9-SF, namely having achievement and social motivations, embodied presence and identification with the avatar, hostility and social phobia together with negative body image, playing Multiplayer Online Battle Arena games, Massively Multiplayer Online Role-Playing Games, and First-Person-Shooter games. Findings contribute to filling the gap in knowledge on female gaming, to aid in the applicability of problematic gaming measurements in female gamers, especially those who are at risk of problematic gaming. The purpose of this study is to enhance the validity of the current measures to diagnose problem gaming appropriately in both genders.
- Research Article
113
- 10.3389/fpsyt.2019.00454
- Jul 10, 2019
- Frontiers in Psychiatry
Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of the growing phenomena not to have been researched in depth. The aim of the present paper was to review female gaming (i.e., the role of females within video game culture) and identify any associated psychopathological symptomatology. The review adapted the Sample, Phenomenon of Interest, Design, Evaluation, Research (SPIDER) model in conducting a narrative literature review. A search of three scientific electronic databases yielded 49 papers for further evaluation. From a methodological perspective, studies had to fulfill the following criteria to be included: i) published between the years 2000 and 2018; ii) assessed female gaming or the female position within gaming culture, iii) contained quantitative, qualitative, or mixed methods approaches to produce empirical data or discuss theoretical implications through reviews, iv) be retrievable as a full-text peer-reviewed journal paper, and v) published in English, German, Polish, Spanish, Italian, Portuguese, or French. Four categories emerged from the papers: i) the benefits of female gaming, ii) why women might play video games less than men, iii) perceptions and realities of female characters within video games, and iv) women’s position in gaming culture. The main findings showed playing video games has benefits for women in terms of enhancing cognitive, social, and physical abilities. However, they are less encouraged to play video games due to negative expectations based on gender and/or experiences during game play. Video games are associated with stereotypical male characteristics, such as being overly aggressive, and frequently contain sexualized content. Female gamers appear to require coping strategies to handle online harassment. Females look for different things in video games, which are not often included in game designs thereby limiting their abilities. For instance, female avatar representation—which is exaggerated and hypersexualized—can prompt social comparisons and lead to feelings of decreased self-esteem, depression, and other impacts on well-being. Overall, there are still obstacles for women playing video games even though they comprise half of the gaming population.
- Research Article
60
- 10.5860/choice.46-6619
- Aug 1, 2009
- Choice Reviews Online
Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad booth babes whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow modding (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors: Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mizuko Ito, Henry Jenkins, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick Yee. Interviews with: Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine.
- Research Article
37
- 10.3390/ijerph19031169
- Jan 21, 2022
- International journal of environmental research and public health
The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers’ wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis. Four main themes were identified: (i) to be or not to be a (female) gamer; (ii) improving social skills and levelling up on mental health; (iii) not always a healthy escape; and (iv) there is more to explore. The present study is one of few empirical studies regarding the construction of self-image, and experiences of female gamers. It has showed participants have a history as gamers from adolescence, but still face problems derived from the stigmatised internal gender self-image. Externally, female gamer stigmatisation may result in sexism, gender violence, harassment, and objectification. Additionally, females may decide against identifying as gamers, engaging in social gaming interaction, or hold back from online gaming in general, thereby missing out on the opportunities for recreation as well as social and psychological benefits that gaming brings. There is, therefore, urgent need for more research and actions to promote change, equity, education, and security for female gamers as well as their male counterparts. Game developers would benefit from understanding this large gamer demographic better and tailoring games for women specifically.
- Research Article
127
- 10.1177/0193723518773287
- May 15, 2018
- Journal of Sport and Social Issues
Despite the growing popularity of eSports, the poor representation of women players points to a need to understand the experiences of female players during competitive gaming online. The present study focuses on female gamers’ experiences with positive and negative feedback and sexual harassment in the male-dominated space of eSports. In Study 1, gender differences were analyzed in online gamers’ experience with feedback from other players and spectators during online play. In Study 2, gender differences were analyzed in observations of real gameplay that focused on the types of comments spectators directed toward female and male gamers on Twitch (a popular video game streaming website). The findings suggest a mixed experience for women that includes more sexual harassment in online gaming compared with men.
- Book Chapter
1
- 10.1007/978-3-030-22015-0_20
- Jan 1, 2019
With the development of technology and new devices, online games have attracted more and more older adults. Exploring chances and challenges of the elder players become an important issue in the game industry. First of all, older adults have a lot of accesses to reach a new game, but it is unclear which way is the most effective one. Secondly, although adequate game playing is good for elders’ mental and physical conditions, game addiction is not. It is emergent to distinguish between the attractive and addictive factors of online games on older adults, and find a balance between them. A semi-structure interview is employed in this study. We analyze the qualitative data from four themes: older adults’ access to online games, factors that attract older adults to play online games, factors that lead to older adults’ addiction in online games, game design features that alleviate game addiction for older adults. This research is among the first to distinguish the attractive and addictive factors on elder game players, as well as provide practical implications for game company and designers.
- Research Article
208
- 10.1186/1471-244x-12-92
- Jul 28, 2012
- BMC Psychiatry
BackgroundOnline gaming technology has developed rapidly within the past decade, and its related problems have received increasing attention. However, there are few studies on the psychiatric symptoms associated with excessive use of online games. The aim of this study is to investigate the characteristics of online gamers, and the association between online gaming hours, social phobia, and depression using an internet survey.MethodsAn online questionnaire was designed and posted on a popular online game websites, inviting the online gamers to participate the survey. The content of the questionnaire included demographic data, profiles of internet usage and online gaming, and self-rating scales of Depression and Somatic Symptoms Scale (DSSS), Social Phobia Inventory (SPIN), and Chen Internet Addiction Scale (CIAS).ResultsA total of 722 online gamers with a mean age of 21.8 ± 4.9 years completed the online survey within one month. 601 (83.2%) participants were male, and 121 (16.8%) were female. The mean weekly online gaming time was 28.2 ± 19.7 hours, which positively associated with history of online gaming (r = 0.245, p < 0.001), total DSSS (r = 0.210, p < 0.001), SPIN (r = 0.150, p < 0.001), and CIAS (r = 0.290, p < 0.001) scores. The female players had a shorter history of online gaming (6.0 ± 3.1 vs. 7.2 ± 3.6 years, p = 0.001) and shorter weekly online gaming hours (23.2 ± 17.0 vs. 29.2 ± 20.2 hours, p = 0.002), but had higher DSSS (13.0 ± 9.3 vs. 10.9 ± 9.7, p = 0.032) and SPIN (22.8 ± 14.3 vs. 19.6 ± 13.5, p = 0.019) scores than the male players. The linear regression model showed that higher DSSS scores were associated with female gender, higher SPIN scores, higher CIAS scores, and longer weekly online gaming hours, with controlling for age and years of education.ConclusionThe online gamers with longer weekly gaming hours tended to have a longer history of online gaming, and more severe depressive, social phobic, and internet addiction symptoms. Female online gamers had fewer weekly online gaming hours and a shorter previous online gaming history, but tended to have more severe somatic, pain, and social phobic symptoms. The predictors for depression were higher social phobic symptom, higher internet addiction symptoms, longer online gaming hours, and female gender.
- Research Article
114
- 10.1007/s11469-018-9962-0
- Jul 23, 2018
- International Journal of Mental Health and Addiction
Female gaming is a relatively under-researched area, and female gamers often report experiencing harassment whilst playing online. The present study explored female experiences of social support while playing online video games, because of the previous research suggesting that females often experience harassment and negative interactions during game play. Data were collected from an online discussion forum, and comprised posts drawn from 271 female gamers. Thematic analysis of the discussions suggested that a lack of social support and harassment frequently led to female gamers playing alone, playing anonymously, and moving groups regularly. The female gamers reported experiencing anxiety and loneliness due to this lack of social support, and for many, this was mirrored in their experiences of social support outside of gaming. The female gamers frequently accepted the incorporation into their gaming of specific coping strategies to mitigate online harassment, including actively hiding their identity and avoiding all forms of verbal communication with other players. These themes are discussed in relation to relevant research in the area, along with recommendations for future research and consideration of possible explanations for the themes observed.
- Research Article
2
- 10.34135/actaludologica.2023-6-2.92-115
- Jan 1, 2023
- Acta Ludologica
This research paper aims to provide a picture of women’s participation in various positions in the field of digital games in Slovakia, such as creators of game content, women involved in eSports, the gaming industry, casual gamers as well as women working in the field of digital game education. Based on theoretical knowledge and qualitative in-depth interviews with seven women working in various positions in the gaming industry, the women’s positive and negative work experiences, and the problems and obstacles linked to their gender were identified. The research is specifically focused on the situation of women in the gaming industry in Slovakia. The results show that female gamers and streamers face negative behaviour from their fellow players and viewers which may result in an array of negative consequences. Findings also indicate that the low representation of women in some areas of the gaming industry is a consequence of prevailing gender roles in society. Furthermore, women’s participation in eSports and competitive gaming is limited due to toxic meritocracy, prevailing masculinity and sexism.
- Research Article
2
- 10.1016/j.jadohealth.2012.03.009
- Apr 18, 2012
- Journal of Adolescent Health
Still Not on the Radar: Adolescent Risk and Gambling, Revisited
- Ask R Discovery
- Chat PDF
AI summaries and top papers from 250M+ research sources.