Sexism in gaming
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Sexism in video gaming is prejudiced behavior or discrimination based on
sex Sex is the trait that determines whether a sexually reproducing animal or plant produces male or female gametes. Male plants and animals produce smaller mobile gametes (spermatozoa, sperm, pollen), while females produce larger ones ( ova, of ...
or
gender Gender is the range of characteristics pertaining to femininity and masculinity and differentiating between them. Depending on the context, this may include sex-based social structures (i.e. gender roles) and gender identity. Most cultures ...
as experienced by people who play and create
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, primarily women. This may manifest as sexual harassment or in the way genders are represented in games, such as when characters are presented according to gender-related tropes and stereotypes. Since the 1980's and 1990's, video game culture has veered from its original perception as a space for just young men. Women make up about 50 percent of all game players as of the 2010s. However, many video games condone instances of sexism against women through not penalizing users who demonstrate this kind of behavior, or weaving themes of sexism against women into their storylines. The growing presence of women in the gaming sphere, and subsequently publicized incidents of harassment towards women in this field, has pushed industry professionals to pay attention to sexism in video gaming.


Harassment


Form

Harassment can involve sexist insults or comments, death or rape threats, demanding sexual favors in exchange for virtual or real money, or criticism of the presence of women and their interests. In some cases, female players are also stalked, whether online or offline. Women are sometimes marginalized as "intruders", as it is assumed they do not play video games that aren't associated with female players such as
the Sims ''The Sims'' is a series of life simulation game, life simulation video games developed by Maxis and video game publisher, published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling ...
,
music video game A music video game, also commonly known as a music game, is a video game where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs. Music video games may take a ...
s or casual games. Conversely, insults towards men focus mainly on their alleged lack of manliness for playing "girl games" or disliking violent games. As a result, women may face offensive behavior at conventions, competitions or in video games stores. It may affect female gamers, journalists or game developers, even when they are invited to talk at a conference or to present a game. Since the release of the
NES The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in American ...
, video games advertisements have been accused of strengthening this tendency by targeting only men. In the 1980s, women stopped being represented playing video games in advertisement and scantily clad women started being used on game covers and ads. Some women saw their non-sexualized female character designs rejected, and others reported sexual harassment in the workplace. In 2014, the
International Game Developers Association The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers." The IGDA is incorpo ...
conducted a survey that demonstrated some of the lack of professionalism women in the game developing field were met with. Firstly, women reported defiance from their subordinate male colleagues. The study also showed that white males were favored for positions of management and all throughout the hiring process. Female developers from the survey also revealed that they were not taken seriously in the field and instead were met with inappropriate behavior from male colleagues, such as being mislead into attending dates. Online video games can be host to extreme sexism towards women, with 65% of women reporting an instance of sexual harassment in this setting. In comparison to their male counterparts, women are subject to three times the amount of derogatory or offensive remarks, which can be made anonymously by gamers. Video games conferences have been criticised for using sexualised advertising such as ' booth babes', creating a demeaning image of women, and for failing to stop harassment of female attendees. This has led some to adopt or share codes of conduct for managing these issues. One form of harassment involves perpetrators changing their username to include sexist or racially charged language when they leave comments during live-streams, according to gamer Amira Virgil.


Frequency

Insults are frequent in online gaming. According to Stephen Toulouse (moderator of the online gaming service Xbox Live), between 2007 and 2012 women were the most frequent target of harassment. However, data from Riot Games lists racism and homophobia as the top problems. Furthermore, derogatory words for homosexuality are used almost constantly in online gaming. In 2012, a study of the
Ohio University Ohio University is a public research university in Athens, Ohio. The first university chartered by an Act of Congress and the first to be chartered in Ohio, the university was chartered in 1787 by the Congress of the Confederation and subseq ...
showed that the same person playing
Halo 3 ''Halo 3'' is a 2007 first-person shooter video game developed by Bungie for the Xbox 360 console. The third installment in the ''Halo'' franchise, the game concludes the story arc begun in 2001's '' Halo: Combat Evolved'' and continued in ...
online with a male and a female profile using recorded voice messages received three times more negative comments with the female profile, despite similar game scores. Even welcoming everybody at the beginning of a game could lead to sexist insults against the female profile. A 2015 study of Halo 3 player interactions found that less-skilled male players display a tendency to make frequent, nasty comments to female gamers. The researchers suggested that the poorly performing males "attempt to disregard a female's performance and suppress her disturbance on the hierarchy to retain their social rank." In an ethnographic study of Xbox Live,
Kishonna Gray Kishonna L. Gray is an American communication and gender studies researcher based at the University of Kentucky College of Arts and Sciences. Gray is best known for her research on technology, gaming, race, and gender. As an expert in Women's and ...
wrote that a lot of the racism and sexism experienced in the gaming platform is facilitated by
linguistic profiling Linguistic profiling is the practice of identifying the social characteristics of an individual based on auditory cues, in particular dialect and accent. The theory was first developed by Professor John Baugh to explain discriminatory practices ...
. Linguistic profiling is comparable to racial profiling or gender profiling, but is based on voice and speech rather than appearance. It is common in gaming spaces that rely on voice communications rather than text. There are certain linguistic stereotypes that maybe associated with one's voice, making women more vulnerable to discrimination just based on how they sound. A study from 2006 showed that 83.4% of gamers had seen the words "gay" or "queer" used as derogatory names, and that 52.7% of gay gamers perceived the gaming community as "somewhat hostile" while 14% perceived it as "very hostile". According to Lucy Waterlow, there appears to be a deep history of sexual harassment in the video game industry and women who play video games on online forums such as Call of Duty are often told they should "return to the kitchen", along with other slurs. However, the changing demographics that have been seen in the video game community (an increasing proportion of people who play video games are, as it appears, female.), have led to certain consequences. The largest change in terms of who plays video games has been that of gender proportions. This translates to more women playing video games than ever before, “almost reaching parity” with the number of men that play video games. The most visible and immediate ramifications of that have been the resistance of men and even some women within the industry. Critics have stated that there is an increasing pervasiveness of the sexual harassment of women in the video game community. A study conducted by Kate O'Halloran in 2017 found that women receive an almost amplified amount of harassment in the setting of online video games than they do in real life, whereas preferential treatment is given to men by other men. The difference in the treatment of women further diminishes the desire of women to participate in video games, or, as O'Halloran found, to completely conceal their gender identity and allow other players to assume their gender. Liliana Braumberger, a participant in O'Halloran's study, states that this stems from the fact that the men who engage in this form of sexual harassment have the invisibility and anonymity that comes with participating in an online server, and that men have a certain sense of entitlement that leads to the invisibility of women. She feels that this discrimination and erasure potentially have the same effects on other people who do not identify as men, not necessarily just women.


The #MeToo impact on the video game industry

In October 2017 the #MeToo movement highlighted sexual harassment allegations against several important and high-profile figures from predominately the entertainment industry. In response to a growing number of claims of harassment, several important figures in games media or publishing made public statements outlining their thoughts on how more needed to be done within the industry to do better when dealing with harassment including
Jennifer MacLean Jennifer MacLean is known for being the chief executive officer at 38 Studios, an independent game developer, from 2009 to 2012 and the executive director of the IGDA from September 2017 to April 2019. Biography Early career After beginnin ...
, Executive Director of the
International Game Developers Association The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers." The IGDA is incorpo ...
, and
Kate Edwards Kate Edwards (born 1965) is a geographer, writer, and content culturalization strategist, most active in information-based cartography and video game content. She was the executive director of the International Game Developers Association from D ...
, the former Director, Joe Smedley of Sony Online Entertainment and Mike Wilson of
Devolver Digital Devolver Digital, Inc. is an American video game publisher based in Austin, Texas, specializing in the publishing of indie games. The company was founded in June 2009 by Nigel Lowrie, Harry Miller, Graeme Struthers, Rick Stults, and Mike Wilso ...
. The IGDA meanwhile published a public statement criticising "The prevalence of sexual harassment and assault in our community" and demanding "action from every game developer to ensure the safety and support of all of our colleagues and community members. We all must do a better job of welcoming, and protecting, all game developers so that our community, craft, and industry can thrive." While some commentators called for action throughout the industry to call out toxic behaviour, Brianna Wu, who had been one of those targeted during the
Gamergate controversy Gamergate or GamerGate (GG) was a loosely organized online misogyny, misogynistic online harassment campaign and a right-wing backlash against feminism, diversity, and progressivism in video game culture. It was conducted using the hashtag "# ...
, argued from her experience that the video game industry did not have a system in place to support those women that came forward, thus favoring silence on such matters. In January 2018 following a public outcry the
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tuto ...
rescinded a Pioneer Award to
Nolan Bushnell Nolan Kay Bushnell (born February 5, 1943) is an American businessman and electrical engineer. He established Atari, Inc. and the Chuck E. Cheese's Pizza Time Theatre chain. He has been inducted into the Video Game Hall of Fame and the Consu ...
after revelations about early Atari meetings being held in hot tubs, amongst other claims. While the decision was criticised in some parts, including by some of the leading women at Atari during that period in time, Bushnell himself supported the decision and applauded the "GDC for ensuring that their institution reflects what is right, specifically with regards to how people should be treated in the workplace". In a January 2018 an opinion piece in ''
The Guardian ''The Guardian'' is a British daily newspaper. It was founded in 1821 as ''The Manchester Guardian'', and changed its name in 1959. Along with its sister papers ''The Observer'' and ''The Guardian Weekly'', ''The Guardian'' is part of the Gu ...
'', journalist Keza McDonald speculated that the video game industry would have a similar "#MeToo moment", but was not currently ready. McDonald highlighted a few instances of action being taken but noted that "there has been no mass movement of women coming forward with their stories of workplace harassment", and suggested that the harassment of individuals associated with #1reasonwhy and #Gamergate deterred women from opening themselves "up to further harassment,
victim-blaming Victim blaming occurs when the victim of a crime or any wrongful act is held entirely or partially at fault for the harm that befell them. There is historical and current prejudice against the victims of domestic violence and sex crimes, such as ...
, and unpleasant professional ramifications". In August 2019, following
Nathalie Lawhead Nathalie Lawhead is an independent net artist and video game designer residing in Irvine, California. Life and career Lawhead's background is in net art, their work often invokes the iconography of 1990s-era web design and computing, particula ...
coming forward with sexual assault accusations against
Jeremy Soule Jeremy Soule (; born December 19, 1975) is an American composer of soundtracks for film, television, and video games. He has composed soundtracks for over 60 games and over a dozen other works during his career, including ''The Elder Scrolls'', ' ...
, several other women and non-binary people brought additional accusations of sexual assault, harassment, and abuse against members of the industry, including some whose reports had been generally overlooked in the past. A number of industry members established a "Times Up" group to encourage other women to speak up about events in their past.
Anita Sarkeesian Anita Sarkeesian ( ; born 1983) is a Canadian-American feminist media critic and public speaker. She is the founder of '' Feminist Frequency'', a website that hosts videos and commentary analyzing portrayals of women in popular culture. She h ...
stated that this may be the expected #MeToo moment for the industry. A similar wave of sexual harassment and misconduct accusations occurred in June 2020. Initial claims were made against one of the popular ''Destiny 2'' players on Twitch by several women on June 19, 2020, accusing this player of inappropriate conduct in both online and offline behavior. This led to at least seventy women involved in the industry to speak out on other Twitch streamers who had engaged in similar inappropriate behavior, including one directed at Omeed Dariani, the CEO of Online Performers Group, a talent agency that represents many Twitch streamers. Dariani apologized for his past behavior and subsequently stepped down. Twitch was also criticized for allowing such behavior to occur, and the service said it would begin to evaluate all reported incidents and work with law enforcement as necessary. The event led to other accusations of past misconducted to be raised against various members of the video game industry and other closely related markets, including freelance writer
Chris Avellone Chris Avellone is an American video game designer and comic book writer. He worked for Interplay and Obsidian Entertainment before working as a freelancer. He is best known for his work on role-playing video games such as '' Planescape: Torment' ...
, CEO of Cards Against Humanity
Max Temkin ''Cards Against Humanity'' is an adult party game in which players complete fill-in-the-blank statements, using words or phrases typically deemed offensive, risqué, or political correctness, politically incorrect, printed on playing cards. It ...
(who resigned following the allegations),
Wizards of the Coast Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. It is currently a subsidia ...
artist Noah Bradley (who was terminated following the accusations), and
Ubisoft Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include '' Assassin's Creed'', ''Far Cry'', ...
creative director Ashraf Ismail (who stepped down from his position to deal with his personable matters). Both Ubisoft and
Insomniac Games Insomniac Games, Inc. is an American video game developer based in Burbank, California and a studio of PlayStation Studios. It was founded in 1994 by Ted Price as Xtreme Software, and was renamed Insomniac Games a year later. The company is m ...
also addressed additional claims of their employees being accused of sexual harassment and stated they would take these accusations seriously and investigate the matters internally. Charges were made toward the CEO of
Evolution Championship Series The Evolution Championship Series, commonly known as Evo, is an annual esports event that focuses exclusively on fighting games. The tournaments are completely open and use the double elimination format. As with Super Battle Opera, contestant ...
(EVO), Joey Cuellar, who was subsequently let go. Multiple publishers that had backed the event had pulled out on this news, and the EVO event, which had already been reworked as an online event due to the COVID-19 pandemic, was subsequently cancelled. However, the #MeToo movement has partially made its way to the gaming industry, starting from the audience's demand, and is currently moving its way up. More and more gamers are looking to expand their gameplay to play protagonists of different identities, allowing them to see the world through somebody else's eyes. Hence, the #MeToo movement is starting to seep into the gaming industry itself.


Examples

Events since 2006 have brought media attention to the frequent occurrences and nature of sexism in video gaming and the video game industry across the globe:


Americas

*In May 2012, the Kickstarter crowdfunding of videos on female representation in video games received wide coverage due to the
cyber-bullying Cyberbullying or cyberharassment is a form of bullying or harassment using electronic means. Cyberbullying and cyberharassment are also known as online bullying. It has become increasingly common, especially among teenagers, as the digital ...
of its founder, the feminist video-blogger
Anita Sarkeesian Anita Sarkeesian ( ; born 1983) is a Canadian-American feminist media critic and public speaker. She is the founder of '' Feminist Frequency'', a website that hosts videos and commentary analyzing portrayals of women in popular culture. She h ...
. Her
Facebook Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin Mosk ...
,
YouTube YouTube is a global online video sharing and social media platform headquartered in San Bruno, California. It was launched on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim. It is owned by Google, and is the second mo ...
and email accounts were subsequently flooded with hateful and sexist comments, death and rape threats, and photoshopped pictures of her getting raped by video game characters. A game was created, inviting players to beat her up. She eventually collected $160,000 out of the requested $6,000. The most recent threat against Anita Sarkeesian was in Logan, Utah, on October 15, 2014. She was scheduled to deliver a speech on a Wednesday evening until an anonymous email message arrived a day before, stating that there would be a mass shooting if the event was held. *In November 2017, the cosplayer Christine Sprankle announced that she was quitting
Magic: the Gathering ''Magic: The Gathering'' (colloquially known as ''Magic'' or ''MTG'') is a Tabletop game, tabletop and Digital collectible card game, digital Collectible card game, collectable card game created by Richard Garfield. Released in 1993 by Wizards ...
cosplay due to persistent harassment. In a Twitter post, she named MtGHeadquarters/UnsleevedMedia as having made her "life hell this whole year". In response,
Wizards of the Coast Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. It is currently a subsidia ...
posted a tweet saying they are "saddened", and that the bullying and harassment is "unacceptable". Additionally, many professional Magic players posted an
open letter An open letter is a letter that is intended to be read by a wide audience, or a letter intended for an individual, but that is nonetheless widely distributed intentionally. Open letters usually take the form of a letter addressed to an indiv ...
in support of Sprankle and in criticism of the harassment. Jeremy Hambly, the accused, remarked that Wizards of the Coast may likely issue a ban that would affect his ability to play
Magic Online ''Magic: The Gathering Online'' is a video game adaptation of ''Magic: The Gathering'', utilizing the concept of a virtual economy to preserve the collectible aspect of the card game. It is played through an Internet service operated by Wizards ...
among other formats. *A female player answered in a forum post that she had experiences of sexism during online games. When she said in voice chat during the game, "the sniper is in the bottom corner in the bushes under the Tower," one of the male players in the game called her names that look down on women. The female player only can play with mute mode so that she does not have to listen, and her mic stays off most of the time. *A female player said in an interview that if your username looks too feminine or if you use voice chat as a woman, other players will kick you out of the game.. *Another female Latina player answered the interview. She said that men would send her unsolicited pictures, or they would harass her during online games. Moreover, one of her experiences is that the other players would say she was a guy playing under a girl's name just because she played well in the game. She was hesitant to jump into multiplayer and practiced by herself before going online. And once she was online, she dominated the public leaderboards, but the gamer is almost universally assumed to be male. Other online gamers would compliment her and refer to her using male language and pronouns. She never bothered to correct it because when she did, it would spark unwanted conversations. She eventually stopped talking with her microphone because the other players would sexually harass her by doing things like asking for her phone number. *A Puerto Rican male player told the interviewer he witnessed another player turn on his microphone at the end of a match to tell a female player to "get in the kitchen" and get him food as well as use racial slurs and stereotypes until she disconnected from the game. *Kuznekoff and Rose were studying about sexism in online video. They played a networked violent game with other anonymous players and interacted with them using male or female pre-recorded voices. the female voice received three times the amount of negative comments that the male voice received *A study at the Federal University of the State of Rio de Janeiro found that female respondents experienced cases of sexism while playing online video games twice as much as male respondents, and cases of sexism were witnessed by 75 percent of all respondents. *There is a long history of video games sexualizing Native American and Black women, starting with
Custer's revenge ''Custer's Revenge'' (also known as ''Mystique Presents Swedish Erotica: Custer's Revenge'') is an adult action game published by American Multiple Industries for the Atari 2600, first released in November 1982. The game gained notoriety owing to ...
, in which the player could rape women of color.


Europe

* In February 2012, the behavior of a Tekken team coach against a female player of his team during a Capcom competition named Cross Assault provoked an outrage. He interrogated her about her bra size, asked her to remove her shirt, took a webcam to film her breasts and her legs, smelled her and discussed her appearance during the live broadcast of the tournament on the internet. He then stated that sexual harassment and the fighting game community are "one and the same thing" and that it would be "ethically wrong" to remove sexual harassment from the community. After a few days without any reaction from the sponsoring company, the female player eventually gave up the competition. Capcom later issued an apology and stated that "any inappropriate or disrespectful comments will not be tolerated during filming". The team coach also apologized afterwards. * In France, the female blogger Mar_Lard brought attention to the sexism in the video gaming community in May 2013 by publishing a blog post named ''Sexisme chez les geeks: Pourquoi notre communauté est malade, et comment y remédier'', a compilation of sexism problems in the geek community.


East Asia

* In 2014 the South Korean-based international organization named International e-Sports Federation(IeSF) sparked public outcries after it ruled that they could make rules to keep women out of Hearthstone tournaments. * South Korea's Kim "Geguri" Se-yoen, who became Overwatch's first and only female professional gamer in 2016, competed in a Nexus Cup qualifier and was accused by multiple male players of using aim assist software after the match and was forced to prove her innocence in a live demonstration.


Middle East

* When Arab gamers were interviewed about Arab representation in video games, some players expressed concern that Arab female characters were often sexualized and portrayed as belly dancers or slaves. Other Arab gamers expressed more concern about the male Arab representation, claiming there was a largely male audience, but still thought that Arab women should be shown respectfully. * In a study on Arab gamers, many gamers saw that game developers showed Arab women as submissive and sexy, while Arab men were shown as violent terrorists.


Effects

A study performed by Jesse Fox et al. suggested that due to the Proteus effect, manifesting a sexualized character in a video game can have adverse mental effects. They designed a study in which 86 women from West Coast university played a
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), e ...
game. Women who used sexualized characters that looked like them had a higher
rape myth Rape myths are prejudicial, stereotyped, and false beliefs about sexual assaults, rapists, and rape victims. They often serve to excuse sexual aggression, create hostility toward victims, and bias criminal prosecution. Extensive research has bee ...
acceptance than those in other conditions, which is the validation of incorrect and stereotypical ideas about rape that blame the victim, and increased body-related thinking which can lead to increased
self-objectification Self-objectification is when people view themselves as objects for use instead of as human beings. Self-objectification is a result of objectification, and is commonly discussed in the topic of sex and gender. Both men and women struggle with self- ...
. When players immerse themselves into the games they are playing, it allows them to watch their behaviors from an external viewpoint. For some, they become more pleased with their avatar in the video game and it makes them feel good because they get to be the person they want to be. They lose sight of their physical self and match their modified self in the game. Yee and Bailenson found, in a study, that when the players manifest an attractive character, they are more open to talking to another character and will open up more. When women, especially, take over more sexualized characters, they begin to center on the more physical and sexual features, and their opinion start to support the materialization and sexualization of women. In 1998, Fredrickson and Roberts created the idea of objectification theory, stating that it was an environment when cultures press both girls and women to socialize in a way that they will begin to form ideas that they should be looked at as objects. It takes away their self worth and causes them to think they are only in their society to be looked at for their bodies, with a purely sexual use. Women begin to hold onto this perspective and believe that their appearance is most important and how they are valued. Combined with the Proteus effect, it is expected that a woman who chooses a more sexualized avatar will objectify themselves more than one who chooses a non-sexualized avatar. In another study, 181 students from a private
liberal arts Liberal arts education (from Latin "free" and "art or principled practice") is the traditional academic course in Western higher education. ''Liberal arts'' takes the term '' art'' in the sense of a learned skill rather than specifically th ...
college in North Carolina were tested. The group exposed to highly sexualized images, from video games (in comparison to control group), was more tolerant to sexual harassment but showed the same rape myth acceptance. A similar study was done in France, studying young adults being exposed to sexist materials in video games. The sample filled out a survey, which compared how much time they spent playing video games and their attitudes towards women. The results showed that when narrowed down to gender and socioeconomic levels, a connection was made between stronger sexist views and a higher amount of time spent playing video games. Karen E. Dill and Kathryn P. Thill state that adolescents, particularly boys and those who play games, are ignorant of the adverse impacts of detestable media content, and therefore ignorant of the when they are affected adversely. Theories such as the
cultivation theory Cultivation theory is a sociological and communications framework to examine the lasting effects of media, primarily television. It suggests that people who are regularly exposed to media for long periods of time are more likely to perceive the ...
,
social cognitive theory Social cognitive theory (SCT), used in psychology, education, and communication, holds that portions of an individual's knowledge acquisition can be directly related to observing others within the context of social interactions, experiences, an ...
, ambivalent sexism theory, and hegemonic masculinity theory all aid Dill and Thill in discussing the repercussions of perpetuating gender stereotypes in media like video games. Cultivation theory is key to the analysis of sexism in video games, because it is the idea that when an individual is exposed long-term to multimedia, their understanding of their reality can change into becoming more similar to the media. These theories also illustrate the ways prominent video game characters are gendered and what is received by the user or viewer. They write that "Gender portrayals of video game characters reinforce a sexist, patriarchal view that men are aggressive and powerful and that women are not healthy, whole persons, but sex objects, eye candy and generally second-class citizens." According to Jeffrey Kuznekoff and Lindsey Rose, the fact that gamers experience misconstrued portrayals of appearance, violence, and sexual objectification can impact their understanding and communication with other gamers, especially female gamers. In addition, these gender portrayals become increasingly prominent because of the mass appeal and number of users of online multiplayer games. They found that the female voice received nearly three times as many directed negative comments than the male voice or control. They also found that there was no correlation between the number of directed negative comments and the skill level of the other player. On several occasions, the female voice received strong sexist replies for phrases such as "hi everybody" or "alright team let's do this" despite the female voice having almost the same win percentage as the male voice (56% to 61%, respectively). Additionally, they found that when the other player responded with a positive remark, they were more likely to ask questions. Overall, Kuznekoff and Rose found that there were hypernegative effects with hostile targeting of the female voice. In 2015, a three-year German study of 824 gamers found, when controlling for age and education, that there was no correlation between sexist attitudes and time spent playing video games, or with preference for video game genres. The
longitudinal study A longitudinal study (or longitudinal survey, or panel study) is a research design that involves repeated observations of the same variables (e.g., people) over short or long periods of time (i.e., uses longitudinal data). It is often a type of ob ...
was based on
cultivation theory Cultivation theory is a sociological and communications framework to examine the lasting effects of media, primarily television. It suggests that people who are regularly exposed to media for long periods of time are more likely to perceive the ...
, and the results broadly showed that playing video games did not lead to gamers becoming sexist. The authors Johannes Breuer, Rachel Kowert, Ruth Festl and
Thorsten Quandt Thorsten Quandt is the professor of online communication at the University of Münster, Germany. He has a particular interest in online communication, digital games and (online) journalism. He (co)authored more than 150 scientific articles and se ...
have, however, been keen "to make clear that heirstudy does not show that sexism is not an issue in/for games and gaming culture. There are many content analyses of popular games that show that female characters are underrepresented or presented in an overly sexualized manner and there is also ample evidence that many players, particularly female, have experienced sexism in their interactions with other players." A study published in May 2016 investigated the common perception of a gender performance gap. The researchers analysed the performance data of over 10,000 players (both men and women) in the online MMORPGs ''
EverQuest II ''EverQuest II'' is a 3D fantasy massively multiplayer online role-playing game (MMORPG) originally developed and published by Sony Online Entertainment for Microsoft Windows PCs and released in November 2004. It is the sequel to the original ...
'' in the United States and ''Chevaliers III'' in China. The study contends that "perceived gender-based performance disparities seem to result from factors that are confounded with gender (i.e., amount of play), not player gender itself". Lead author Cuihai Shen stated that if there was a gender disparity favoring men then "they should advance to higher levels within the same amount of play time" however their analysis indicated "women advanced at least as fast as men did in both games". Shen outlined that there was a difference in play style between the genders, and stated "women did spend less time playing overall than men, they chose characters that are more assistive, and were more drawn to social interaction and helping others. In their 2016 analysis of female characters in video games, Lynch, Tompkins, van Driel, & Fritz looked at the frequency of females in lead roles, secondary roles, as well as the level of sexualization of the female characters. They found that from 1992 to 2006 that far more females characters were in secondary roles to that of lead roles, as well as being at higher rates of sexualization. However, from 2007 to 2014, they found that there was a decrease in the sexualization and objectification of females characters in video games, with an influx of positive characteristics such as female characters being portrayed as strong, capable, and attractive, as well as giving these women more character development. These aspects they suspect may attract more women to get into playing video games. In a study by Tang & Fox in 2016, they looked at if there was any correlation between men's personality and contextual factors and if these factors could predict the men's behaviors and the types of harassment these men would employ as they played video games. Their study found that the men who were categorized as showing signs of being socially dominant and hostile sexism carried out acts of verbal sexual harassment, such as "making sexist comments and joking about rape." These same men were also found to also executed general harassment, such as "swearing at a player or insulting their intelligence or skill," and that general harassment was found more often in those who also showed signs of being involved in the game and those who played games on a weekly basis. According to Paaßen, Morgenroth, and Stratemeyer in their 2017 article, they compared how often men identified as gamers compared to that of women. They found that men were more likely to publicly identify as gamers while females felt compelled to either identify as either as female or as a gamer. This led to their conclusion that these findings reinforce the stereotypes that women cannot be gamers and how that this is certainly detrimental to females who identify themselves as gamers, as women already have negative experiences in the professional spheres of video game culture, especially when compared to that of their male counterparts. In a study by Read, Lynch, and Matthews in 2018, it was found that men who played as sexualized avatars showed reduced rates of hostile sexism, and that for both men and women it was found that their levels of rape myth acceptance (RMA) was also reduced. In their 2022 study, Kuss et al. found that when gaming, women found that they were treated differently than male players when their gender was known. They would be subject to personal questions and special treatment if they even appeared as female. Therefore, many women preferred to play with male avatars, as to not draw attention to their gender.


Countermeasures

Female activists actively promote changes in the way women are portrayed in games and how they are treated by the industry and gaming public as a whole. Media critic
Anita Sarkeesian Anita Sarkeesian ( ; born 1983) is a Canadian-American feminist media critic and public speaker. She is the founder of '' Feminist Frequency'', a website that hosts videos and commentary analyzing portrayals of women in popular culture. She h ...
, for example, has – through her organization
Feminist Frequency Anita Sarkeesian ( ; born 1983) is a Canadian-American feminist media critic and public speaker. She is the founder of '' Feminist Frequency'', a website that hosts videos and commentary analyzing portrayals of women in popular culture. She h ...
– given lectures and training to help change gaming culture. A prevailing perception is that the gaming industry is not fit for female workers because of sexism. According to Richard Wilson, CEO of TIGA, "typically, 80% of the workforce is qualified to degree level or above, but the proportion of women studying subjects such as computer science or games programming courses is low. There is only a comparatively small pool of potential female employees available to work in the games industry." Initiatives on the part of gaming companies include codes of conduct and the adoption of trainings and standards to ensure safe and respectful workplace. In an attempt to combat sexism, the French government in 2016 proposed pieces of legislation that would give bonuses or incentives to video game creators that promote a more positive image of female characters in their games. Furthermore, these proposals outline a rating system that distinguishes games that promote a positive female representation and those that do not, with the latter getting the highest age 18 rating. In a 2016 study conducted by Kaye & Pennington, they ultimately propose that the gaming industry should start to integrate systems that promote more positive forms of socializing between the players, provide the ability for players to work on cooperative tasks with other groups while being a part of their own, and that changes like these could help lessen the negative and hostile attitudes that female players face regularly, concluding that these efforts would help reduce the rate at which these hostile behaviors happen. AnyKey is a non-profit organization that is working to combat sexism in the gaming community. The organization's goal is to advocate for a diverse, equal and inclusive competitive gaming and live-streaming sphere. Some of their efforts include providing supportive resources to marginalized players in the gaming sector, like women. The group has launched an e-sports diversity initiative, and have produced white papers on the topic of women in esports and online harassment. Women in Games is another not for profit organization that advocates specifically for gender equality in the gaming and esports industry. They do this through showcasing the creative work of women around the world, including gaming art, design, and sound and creative coding. The group also hosts many recruitment expos, to highlight companies in the video game industry that are committed to gender equality in the field.


See also

* Breast physics * California Department of Fair Employment and Housing v. Activision Blizzard * Misogyny and mass media § Video games *
Pixelles Pixelles, located in Montreal, is a non-profit grassroots organization devoted to increasing gender diversity in video game design as a response to issues of sexism in video gaming. History The debut of the Pixelles in Montreal coincided with th ...
* Riot Games § Allegations over gender discrimination and sexual harassment *
Sexual content in video games Sexual content has been found in video games since the early days of the industry, and games featuring sexual content can be found on most platforms and can be of any video game genre. The inclusion of sex in games has been subject to vary ...
* The Fine Young Capitalists *
Women and video games The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio h ...
* Ubisoft § 2020 sexual misconduct accusations and dismissals


References

{{Video game controversy Sexual harassment Mass media issues Women and video games Sexism