‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-08-23 DOI:10.1177/15554120241273358
Heather Crothers, Kenneth C. Scott-Brown, Sheila J. Cunningham
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Abstract

Women remain underrepresented across most roles in the esports industry, which has long been associated with gender-based harassment and toxicity. While research has tended to focus on the experiences of women in professional esports careers, the current study investigated the nature and impact of harassment and toxicity on amateur players. Through interviews with eight women experienced in esports participation, experiences and costs of gender-based exclusion were documented. Stereotyped roles were common, with women facing gender stereotypes of both ability and character appropriateness, as well as sexual objectification. The women reported resignation about systemic misogyny, juxtaposed with hope that specific industry-level changes could elicit improvements. While the women often avoided revealing their gender, there was a strong sense that visible role models and solidarity among the female community in esports can provide an effective protection against gender-based harassment, potentially combatting low rates of women participating in esports in the longer term.
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就是不安全":电子竞技中女性遭受的性别骚扰和毒性体验
在电竞行业的大多数角色中,女性的代表性仍然不足,而这一行业长期以来一直与基于性别的骚扰和毒性有关。虽然研究往往侧重于职业电竞职业女性的经历,但本研究调查了骚扰和毒性的性质及其对业余玩家的影响。通过对八名有参与电竞经历的女性进行访谈,记录了基于性别的排斥的经历和代价。角色定型是普遍现象,女性面临着能力和角色适当性方面的性别定型以及性客体化。妇女们对系统性的厌女症表示不满,同时又希望具体的行业变革能够带来改善。虽然这些女性经常避免透露自己的性别,但她们强烈地意识到,电竞女性群体中可见的榜样和团结可以提供有效的保护,防止基于性别的骚扰,从长远来看,可能会降低女性参与电竞的比例。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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