2024-01-10
“Oh F***, it’s a Girl”
Publication
Publication
Exploring the Challenges Faced by Women in Online Gaming Lobbies
Since the 2014 Gamergate controversy and even prior, women have encountered significant challenges within the realm of online gaming, a topic that has extensively been examined in academia, especially at the height of the controversy. Now, almost 10 years later, women within the gaming industry and women engaging with games still face persistent challenges. While online gaming can positively impact mental health and well-being, female gamers not only encounter general toxicity, but also harassment specifically based on their gender. Despite numerous studies highlighting increased diversity within gaming communities, with gender representation levels nearly equal, women continue to experience heightened levels of online harassment. Therefore, this research aims to explore the challenges women face when confronted with toxicity in online gaming lobbies. Specifically, the research question this thesis focuses on is the following: How do female gamers experience gender-based toxicity within online gaming lobbies? This research employed a total of two qualitative data collection methods. First, an autoethnography, where I captured my firsthand experiences with toxicity by participating in online gaming lobbies. I played a total of ten rounds in Fortnite’s Battle Royale mode and encountered various forms of toxicity, including trash-talking, racial slurs and sexist remarks. Second, a total of 11 in-depth interviews were conducted with active female gamers. The interviewees played diverse games in various genres, ranging from MMORPGs to online battle arenas and tactical shooters. The interviews focused on their past experiences with toxicity, how toxicity impacted them on a personal level and on their general gameplay, and the strategies they employed in response to toxicity. The data was analyzed using thematic analysis and revealed a total of four distinct themes. The first theme highlighted the diverse forms of toxicity faced by female gamers. The second theme explored their reactions to toxicity, including emotional, physical and behavioral reactions. Next, various response strategies were outlined when encountering toxicity. At last, the final theme focused on the positive experiences female gamers had while playing online with others. This research highlighted the ongoing hostility that female gamers encounter in online gaming environments. It underscores the persistence of gender-based toxicity and the systematic challenges of sexism, despite gaming companies’ efforts towards more inclusive gaming spaces. The insights from this research contribute to the broader discussion on diversity in gaming.
| Additional Metadata | |
|---|---|
| dr. Leandro Borges Lima | |
| hdl.handle.net/2105/74905 | |
| Media & Creative Industries | |
| Organisation | Erasmus School of History, Culture and Communication |
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Jansen, Samira. (2024, January 10). “Oh F***, it’s a Girl”: Exploring the Challenges Faced by Women in Online Gaming Lobbies. Media & Creative Industries. Retrieved from http://hdl.handle.net/2105/74905 |
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