Novice Women Players Have Better Outcomes in Women-Only Versus Mixed-Gender Esports Tournaments

Kyle Nolla, Mark Beeman, Paul Reber, A. Eagly
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Abstract

Competitive video gaming or esports is a field with the potential for gender-equal competition. However, esports is dominated by cisgender men at both the casual and professional levels. When a field is highly gender-imbalanced, gender minority groups tend to perceive the field as unwelcoming, which reduces interest in the field and further perpetuates unequal participation. One potential pathway to encourage interest and participation is the creation of gender-specific spaces, such as women-only tournaments in esports. To study the group effects of gender on tournament experience, we recruited cisgender women who were novice gamers for in-laboratory, one-on-one esports tournaments under two conditions: in women-only tournaments or mixed-gender tournaments with equally novice cisgender men. Our results show that in matches between men and women, women underperformed against men regardless of whether her opponent had played more often, less often, or equal to her in the past year. In addition, women who played in women-only tournaments gave more accurate estimates of their skill and reported greater task importance than women who played in mixed-gender tournaments. In practice, women-only tournaments may aid recruitment and retention of women in esports as a supplement to gameplay in mixed-gender competitive spaces.
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新手女性玩家在女性电子竞技比赛中比男女混合的电子竞技比赛有更好的成绩
竞争性电子游戏或电子竞技是一个具有性别平等竞争潜力的领域。然而,在休闲和专业层面上,电子竞技都是由顺性男性主导的。当一个领域性别高度不平衡时,性别少数群体往往会认为该领域不受欢迎,这降低了对该领域的兴趣,并进一步延续了不平等的参与。鼓励兴趣和参与的一个潜在途径是创建特定性别的空间,例如电子竞技中的女性锦标赛。为了研究性别对比赛体验的群体影响,我们在两种条件下招募了顺性女性新手参加实验室一对一的电子竞技比赛:仅限女性比赛或与同样是顺性男性新手的混合性别比赛。我们的研究结果显示,在男女之间的比赛中,无论对手在过去一年里的出场次数是多是少,还是与她势均力敌,女性的表现都不如男性。此外,与参加男女混合比赛的女性相比,参加女子比赛的女性对自己的技能给出了更准确的估计,并报告了更大的任务重要性。实际上,仅限女性的比赛可能有助于招募和留住女性,作为混合性别竞争空间游戏玩法的补充。
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