Online Gaming Communities: Women can’t play games?

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Abstract

While the gaming industry continues to grow there is still a clear negative view of women that are attempting to make their way into these communities. Women are harassed and threatened online through social platforms such as Twitter and Twitch where they are treated as unequal when compared to their male counterparts within the communities. Female representation within games is sexualized and if women within the games don’t meet the standards of a traditional female body type, they are criticized harshly. Women struggle with their presented self due to the constant backlash they receive online from others, and it negatively impacts their interactions and participation within online communities.

Introduction

The video game industry is growing rapidly and within the last twenty years female players in the gaming community has increased with over half of the gaming population being female (Lopez-Fernandez et al., 2019). Women within the industry are often treated lesser than due to their gender and are being considered not real gamers on the online communities and social networking sites where they are harassed daily by often men within the community. Twitter is used as a platform where women can band together to create a community that actively defends their role within the industry, but it is also platform that discourages female gamers further. Men within these communities have created an identity of what a gamer means and when women try to make their way into the industry they are often met with backlash and bullying (Lorenz & Browning, 2020). Social networking sites such as Twitch provide a platform for women to live-stream themselves playing games along side others within the industry but are often judged first by their appearance and then their gaming abilities, creating toxic community for men and women to co-exist. The video games themselves conventionally have a protagonist, antagonist, and side characters, traditionally the representation of female characters within these games are oversexualized causing female players to have a negative self-view and increase self-objectification (Skowronski et al., 2021). Women within online gaming communities such as Twitch and Twitter, are treated negatively and struggle to maintain their self-identity within the industry due to their gender and the sexualised representation of female characters within games.

Discussion

Social media platforms such as Twitter are a place where people can express their views and connect with other people within the gaming community in a public and free space. The raising popularity of Twitter can be broken down into its two main affordances: all Twitter accounts are opened as public, allowing others to follow anyone and the use of hashtags to focus discussions of specific topics and keep them together (Schatto-Eckrodt et al., 2020). Twitter has become one of the main platforms where individuals go to argue their viewpoints within the online gaming communities and where they can find like-minded people to share their values of the masculine gamer identity (Dowling et al., 2019). One of the most prominent hashtags to come out of the online gaming communities is that of #GamerGate in 2014. Zoë Quinn is an independent game developer that crated a game based on her experience with depression, after the release of the game she was criticised online for allegedly sleeping with a journalist to receive positive reviews. Users quickly took to social media, with Twitter being the main focus, creating the hashtag to engage with the conversation online and discuss it further. Zoë and other women within the gaming community were sent death threats, had their personal information, such as address, shared to the public on Twitter and were ridiculed for attempting to stand up to the “hypermasculine performativity” (Tomkinson & Harper, 2015, p. 617). #GamerGate was used on Twitter as platform where female gamers were able to defend their identity as gamers and fight against the negative anti-female narrative that was being constructed online (Braithwaite, 2016; Perreault & Voss, 2016, as cited in Dowling et al., 2019). The use of this hashtag demonstrates that there is still an ongoing battle within the communities of male gamers vs girl gamers, leading that gaming is still seen as a male activity and women, in order to belong need to conform to the male standards (Storla, 2011). Girls who play video games are questioned as to whether they are real gamers and are often split into two different categories within the communities, Gamer Girls, and Girls who game, which relates directly with the overall ongoing gaming narrative of a casual gamer or a hardcore gamer (Storla, 2011). While this male centric viewpoint is prevalent within online communities such as Twitter, female self-presentation is also negatively impacted through the representation of female characters within games.

 

Video games are an entertaining form of media that has the capacity to impact the way we perceive gender roles and the attitudes towards women (Summers & Miller, 2014). Within traditional video games there is often a clear portrayal of female characters being presented as the damsel in distress, and the heroic men are on a quest to save these women (Summers & Miller, 2014). The portrayal of women within these games can have a direct influence on how women feel about their self-presentation and their overall involvement within these communities online (Shaer et al., 2017). There has been a push in the right direction since the events of Gamergate in 2014, where women shared their stories about their experiences within the gaming industry communities and how it has negatively impacted their lives (Tomkinson, 2022). Previously women were seen as sexual objects to please men within the gaming fantasy (Atrio, 2018) but there are more female characters that are breaking out of the traditional stereotypes and making positive changes within the community. An example of how the industry is attempting to change the perspective of women within games would be the successful franchise, The Last of Us part one and two, where the females within the games are strong leads without the need for saving. No longer are women required to wear small revealing clothing, but they are dressed within clothes that are practical for the game setting of a postapocalyptic universe (Atrio, 2018). While the games have been perceived in positive light, male gamers within the community had strong negative feelings towards one female character within the second game, Abby Anderson. Many players of the game were outraged by the fact that she didn’t have a ‘traditional’ ideal form of a woman, she was considered too ‘masculine’ and mocked online with some individuals going as far as to call her an “abomination of womanhood” (Tomkinson, 2022, p. 9). Sexualising of women within gaming communities was made prevalent when Abby was presented as a character because the men felt they could not sexualise her in a way that they wished. Women are forced to fit into standards that suit the male gaze which negatively impacts the way they perceive themselves within the communities making gaming communities one of the most unequal environments for women (Duggan, 2014, as cited in Jagayat & Choma, 2021).

 

Inequality within the gaming industry is not only prevalent in the representation of women within gaming but it can also be seen within the live streaming of games within communities such as Twitch. The inequality women face within the communities is directly related to the traditional depiction of a gamer’s identity, which is formed around the male identity whereby online gaming communities have mimicked traditional male-controlled societies (Lien, 2013; Gray et al., 2017, as cited in   Jagayat & Choma, 2021). Twitch is a platform that has a vast array of communities purposefully built around the channels themselves, where members are able to interact with the streamers themselves and also other members within the communities. In a study conducted by Ruvalcaba et al., (2018, as cited in Kampel et al., 2020) stated that female streamers on the twitch platform experience up to “eleven times as much sexual harassment as male streamers” (p. 2). One of the main issues that is prevalent within communities such as these is the affordance of constant contact and communication with others within the platform, whereby they are unable to leave the conversations as compared to pre-social media technologies (Hampton, 2016). With online communities increasing people no longer feel the need to connect in-person and will connect through social networks where they will create their own personal networked self within these communities (Wellman, 2001). Often women in the community are met with harassment and cruelty when speaking up within the community and are expected to fall within the traditional gender roles that are placed on them (Mettler, 2022). Women streamers on Twitch often feel they must present a specific persona or networked-self online whereby they are conforming to the male standards of how women should be portrayed within the community, or they choose to hide their gender identity entirely to avoid harassment online (Behm-Morawitz & Schipper, 2015, as cited in Jagayat & Choma, 2021). Women within the Twitch platform are negatively impacted as they have to implement strategies to promote their online self as a performance, where they actively manage this alongside their live stream identity to meet viewers expectations (Freeman & Wohn, 2020). Regardless of a woman’s gameplaying ability, viewers will still focus on the women’s appearance and will associate them based on this, which will in turn lead to how many subscribers the streamer will get and community interaction (Uszkoreit, 2017).

Conclusion

While it is seen that the gaming industry is still a largely male dominated space, there are changes being made to provide equal experiences for women when interacting with others within the gaming communities. Females are banding together to create shared experiences within the platform of Twitter and usings its various affordances to publicly state their views within the community and challenge the traditional thinking of women within gaming. Online identities are created entirely by the female in the way that they wish to be presented and often it is a networked or theatrical version of themselves that they feel the need to push to remain relevant within the community. Twitch is a community of communities where females are harshly judged not based on their gaming ability but their ability to keep audiences engaged with their physical appearances and attitudes. Online communities such as this provide a clear insight into how this negatively impacts a woman’s presented self online by providing examples of instances where women are harassed for simply being a woman interested in gaming. Twitch fits within the patriarchal role that bleeds through every facet of the gaming community and upholds the ideal of what traditional gamers should look like, men, and that women are simply objects for them to view. Female gamers are not taken seriously within these communities and are often met with unnecessary threats against themselves. Female characters within games are often sexualised and often conform to what is considered the ideal form for the male gaze which greatly impacts the way women perceive themselves within the industry leaving lasting negative impacts on their self-image. However, in contrast to this, many games are starting to make female protagonist that are not princesses that need to be saved by strong men but are their own independent characters that help to defeat the narrative of weak women that need men. Further research can made within the gaming communities to see if there further changes that need to be made within these communities to promote an equal experience for both men and women. Some limitations to this paper could be that the overall pool of subjects that are used within the research are limited and not all viewpoints can be heard when discussing such a large and prevalent matter. Women are individuals who are allowed to enjoy gaming and actively participate within online gaming communities as equally as men within the community but more needs to be done to address the overarching narrative of women don’t belong in the community just yet.

 

References:

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https://ddd.uab.cat/record/196004

Dowling, D. O., Goetz, C., & Lathrop, D. (2020). One year of# GamerGate: The shared Twitter link as emblem of masculinist gamer identity. Games and Culture, 15(8), 982-1003.
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Freeman, G., & Wohn, D. Y. (2020). Streaming your Identity: Navigating the Presentation of Gender and Sexuality through Live Streaming. Computer Supported Cooperative Work, 29(6), 795-825.
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Hampton, K. N. (2016). Persistent and pervasive community: new communication technologies and the future of community. American Behavioral Scientist, 60(1), 101-124.
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Jagayat, A., & Choma, B. L. (2021). Cyber-aggression towards women: Measurement and psychological predictors in gaming communities. Computers in human behavior, 120.
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Kampel, S., Koban, K., Bornemeier, J., & Ohler, P. (2020, May 21). Sexual harassment in female twitch streams. [Paper Presentation]. In 70th Annual ICA Conference, Australia.
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Lorenz, T., & Browning, K. (2020, June 23). Dozens of Women in Gaming Speak Out About Sexism and Harassment. The New York Times.
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Mettler, K. (2022). Let Her Play: A report on gender-based violence in video games. Embodied: The Stanford Undergraduate Journal of Feminist, Gender, and Sexuality Studies, 1(1).
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Storla, K. D. (2011). Boyfriends, Babies, and a Few Good Headshots: Examining Girl Gamers’ Identity Enactment on Twitter Using the Communication Theory of Identity [Master’s thesis of Georgia State University]. ScholarWorks.
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Breeze_Online Gaming Communities_Women can’t play games

 


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Comments

25 responses to “Online Gaming Communities: Women can’t play games?”

  1. Stephen.B.Bain Avatar
    Stephen.B.Bain

    Oops sorry about that … must be a hair-trigger on the mouse here (I’m jumping between computer’s/equipment).

  2. Stephen.B.Bain Avatar
    Stephen.B.Bain

    Hi Chloe,

    Your paper IMO presents a similar theme to Rosalie’s, also from our conference?
    https://networkconference.netstudies.org/2023/onsc/1041/the-toxicity-of-online-gaming-discrimination-against-female-gamers-and-the-lack-of-inclusivity-in-the-industry/
    I’d be interested in your thoughts with regards to similarities and differences between the two documents.

    Also, what I think I see, in all walks of life, is that peoples who are predisposed/inclined to be toxic (especially males as a generalisation, with respect to the context of your paper) ‘revert’ back to the old-ways of prejudicial stereotypes and political-incorrectness when they are not face-2-face ? … Is there a way to address this ?

    Kind regards
    Steve

    1. Chloe.Breeze Avatar
      Chloe.Breeze

      Hi Steve,

      Thank you so much for taking the time to read my paper.
      Yes, Rosalie’s paper is truly wonderful, we hit so many similar points which I think reinforces what we are trying to bring to light with our papers.

      With regards to your question it can be hard when people aren’t face to face as they feel they can say whatever they like. I feel that the way to address it would start with the basis of what we are teaching our children and how we should actively encourage compassion. Think on yourself, would you in an online community harass someone because they are a girl? No, because morally you know that’s not right. We need to start teaching that we need to be nice to others.

      Kind Regards,
      Chloe

      1. Stephen.B.Bain Avatar
        Stephen.B.Bain

        Hi Chloe,

        Yes there’s an extra dimension, for so many reasons, when two papers resonate!

        A wonderful spin-off is the amount of comments and interest that papers in such situations generate. In-turn discussion creates yet another dimension/breadth.

        Your point about grass-root morals is well made and arguably the most important culturally.

        Thank You
        SteveB

  3. hj.papadopoulos Avatar
    hj.papadopoulos

    Hi Chloe,

    Your paper was fantastic! I share your viewpoint that social media platforms are often used to bully women-gamers online. Do you believe that gaming companies should take further steps to create a more inclusive gaming community for women?

    As a gamer myself, I appreciate how PlayStation Studios is making an effort to feature strong female characters such as Aloy from Horizon and Freya from God of War (PS4) and God of War Ragnarok. It’s great to see more female representation in the gaming world.

    1. Chloe.Breeze Avatar
      Chloe.Breeze

      Hi Hj,

      Thank you so much for taking the time to read my paper!
      I feel that while there is more that can be done, they are moving in the right directions I believe, as you stated, more positive female representation within games.

      Thank you,
      Chloe

  4. Samuel.Claydon Avatar
    Samuel.Claydon

    Hey Chloe!

    Thanks for sharing your paper, it was an interesting read.

    One of my best friends and I play a lot of video games together, and as a man it is horrible to see all the abuse she receives as soon as she tries to speak up in any games. Is doesn’t matter if she is playing well or not, she still gets abused. As her friend I don’t really know what to do, I know that even if I say something in her defence it is not going to matter, and based on experience it will just make the abuse worse.

    Even if toxic people do get banned from a video game or a social media platform, the problem is it so easy for them to just create another account. Which means they can still spread their hate and, as sad as it is, find others like them and join their community.
    One solution might just be constant moderation of all posts on social media platforms, but that would take up a lot of resources that I doubt most companies would be willing to invest. And even in places with constant moderation, like a twitch chat, the streamer still sees the messages, and they will still hurt.

    The only other thing I can really think of is requiring real life details on sign-up for a platform and penalising users based on their actions online. But that is so extreme that I don’t think it is realistic. Maybe having details like their name being shown online will make people think twice about abusing others, because it could be connected to them.
    I would love to hear your thoughts on a possible solution, or if you even think a solution is possible.

    Thanks again for sharing your paper.

    – Sam.

  5. caesar.al-samarrie Avatar

    Hi Chloe,

    I teach Year 7-10 female online gamers in class, run ESports twice a week, and a primary and high school technology club. It seems to be more popular today amongst females than when I was at school. Thanks for highlighting the mental, social, and psychological issues female gamers must endure. I will remember this when I teach them about online bullying and internet safety.

    Thanks,

    Caesar

  6. karen.green1 Avatar
    karen.green1

    Hi Chloe
    thank you for sharing your paper, I found it very interesting to read. I have heard of Twitter, but not of Twitch, so had a quick Google to make myself familiar :)It looks like a scary arena to put yourself into, is the fact that it is live streaming why you cannot leave offensive conversations?
    Unfortunately we have lived, for a long time, in a male dominant world, and because men are the larger consumer when it comes to gaming (as they are in the porn world), the reality is that companies will facilitate not necessarily what is right, they will facilitate where the most money is generated. Sam made an interesting comment about how users should be held accountable-if there are no consequences there is no detterent, perhaps naming and shaming would be the go, or maybe removing them from participating if they cannot be civil.
    I spoke to my brother, who games every day on Infinite Galaxy, I wondered whether he experienced any anti-women behaviour. He told me that he believes that because they work as a team, most of the time, they are very inclusive, it does not matter about gender. If you are great then yey, if you are rubbish then you get told! They do have moderators who are very active within the game so maybe there is something in that.
    Thanks again for a great read,
    cheers,
    Karen

  7. Jayson Pye Avatar
    Jayson Pye

    Hi Chloe,

    Interesting read for sure, I’ve played games since the 90s and having grown up with most of the online games around me I can largely agree with the treatment that women get when trying to play online, and the social media harassment also. I can also understand the part where you talk about the unrealistic body expectations that games have when representing women.
    One thing I am interested in though is that your claim about sexualization, which is warranted is followed with this quote:

    “many games are starting to make female protagonist that are not princesses that need to be saved by strong men but are their own independent characters that help to defeat the narrative of weak women that need men.”

    I was wondering if you were able to find any stats related to this. Although women have been overly sexualized in games there seems to be that there have always been strong female characters that don’t need saving. Some prime examples would be Lara Croft from tomb raider (1996), Samus (Metroid, 1986) or any fighting game character ever.

    Are there really more strong female characters than before, or is it that they’re just less sexualized now? Also, should those two traits be mutually exclusive?

    cheers,
    Jayson

    1. Chloe.Breeze Avatar
      Chloe.Breeze

      Hi Jayson,

      Thank you for taking the time to read my paper and sharing your shared love for gaming.

      I believe that there are more strong females than were traditionally presented within games within previous years. While they may have been strong lead female characters consider how they were dressed and how their character was represented within the games.
      There was a paper I came across in my research addressing this* (which I will link below). It talks about a study that was undertaken in 1991 to understand the representation of gender in video games with a focus on Nintendo, Twenty-four percent of the men were represented in a dominant position, whereas none of the women were.
      Yes, there are more strong female characters in media today and they are less likely to be sexualized, but there is still progress to be made. Strong female characters can be sexual, but their sexuality should not be their defining trait. The goal should be to create diverse and complex female characters without reducing them to stereotypes or sexual objects.

      Kind Regards,
      Chloe

      *https://link.springer.com/article/10.1007/s11199-006-9158-0#Sec7

  8. Yiyun.Wang Avatar
    Yiyun.Wang

    Hi Chloe,

    Thanks for bringing this discussion on the situation of women in the online gaming community. As a woman, I started playing games at a very young age and games have become part of my life. I’ve also been sexist in games, and I think it’s actually quite common. My dissertation also addressed the discrimination and sexualization of women in the online gaming community. For example, when playing Overwatch, female players are easily sexually harassed and are defaulted to as support players (like using Mercy). For me, society’s underlying gender stereotypes lead to discrimination and sexualization of women in the online gaming community. Both gaming companies and the community should do more to help spread the statement about gender equality. Do you think this is the responsibility of game companies and game community platforms? Should more treaties be added to bind sexist people?

    Cheers,
    Yiyun

  9. Ella.Tolcon Avatar
    Ella.Tolcon

    Hi Chloe,

    I loved your paper it was grea to read. I agree that with your points that often females are discriminated against within the gaming community. I was just wondering if you had any thoughts on whether gaming companies or even popular gamers themselves should take more action against any discrimination and try to create a safer environment for all gamers?

    Ella

  10. E.Appadoo1 Avatar
    E.Appadoo1

    Hi Chloe,

    Such an interesting paper! I’ve learned a lot thanks to the research and data that you’ve provided. It is clear that women and men get treated differently in the gaming community which is quite saddening to see. Furthermore, I invite you to take a look at my paper as I have explored the same problem but on a professional level. Would love to receive some feedback!

  11. M.Rioux Avatar
    M.Rioux

    Hey Chloe!
    I am studying a module called Online Games, Play and Gamification this semester and all I could say is that your paper is really interesting and engaging.
    Indeed, I am myself writing a piece on how games convey, contain, and deploy cultural ideas about gender and I couldn’t agree more with your statements. Games through their narratives, character designs and world designs promote harmful stereotypes and limit the representation of diverse gender identities.

    There have always been a big gap between men and women in real life and has spread onto the online world (social media, video games…) creating digital misogyny and online sexism. Women have always been sexualized and considered as lesser than men which men have managed to take this into their advantage.
    For example, as women in games are more like to get help from male counterparts, men tend to gender-bend and play as a girl to obtain benefits only girls would have. But this promotes once again gender inequality and reinforce gender stereotyping. (P.S I would love to have your thoughts on this)

    Even if improvements and change in attitudes within this field have happened, there is still a long way to go so that female gamers can be accepted as equal and valued for the quality of their game and not judged based on their gender.

    Thanks for sharing, and i invite you to check my conference paper as well : https://networkconference.netstudies.org/2023/onsc/1454/tweeting-for-justice-a-study-of-cedaw-legislation-twitter-and-fourth-wave-feminism-in-the-struggle-for-womens-rights-and-enacting-change/

    Emma.

  12. Daniel.Pratt Avatar
    Daniel.Pratt

    Hey Chloe,

    Great paper. I think you raise some good points, and there is progression being made which is fantastic. But not enough…

    As someone who plays a lot of games, I have observed basically everything you’ve discussed throughout my years as a ‘gamer’, and I can sadly say that there is still a lot of toxicity/abuse towards female gamers. I find Twitch to be the worst. It is sad that many of the female streamers feel they must ‘give in’ to the expectations of how they look/what they wear in order to be successful streamers, but there are definitely some popular ones that go against that grain. Let’s hope to see many more, great read!

    Daniel

  13. Cameron.S.James Avatar
    Cameron.S.James

    Interesting article Chole! While reading I was trying to generate ideas on how the gaming industry and communities related could attempt to reduce the amount of online harassment towards women content creators. If you were someone heavily involved in the industry whether that be a twitch developer or someone else who could make an influence, what changes would you implement to make a change in how women are treated?

  14. Olivia Allen Avatar
    Olivia Allen

    Hi Chloe!

    I love your paper, and as someone who doesn’t personally game often, I think this issue is one which is so important amongst women as they do have a right to be treated equally in every facet of life, but especially online and in the gaming world as it is such a crucial part of everyday life today. I wonder how with the emergence of VR, AI an other advanced technologies, if this issue will increase or will there be new opportunities for this issue to be addressed in new ways?

    Great paper! 🙂

  15. Rosalie Heta Avatar
    Rosalie Heta

    Hey Chloe,

    I really enjoyed your paper. Like Stephen said, it is quite similar to more and I think it would be good to get your point of view on my paper also. https://networkconference.netstudies.org/2023/onsc/1041/the-toxicity-of-online-gaming-discrimination-against-female-gamers-and-the-lack-of-inclusivity-in-the-industry/

    It thought it was very smart to include Twitch as I didn’t think about it when writing my conference paper, it makes a really good point about how it actually discourages women. As they are judged based off of their looks, this creates a toxic environment for men and women to coexist, similar to Twitter. What strategies if any do you think game developers could implement that would create games which would appeal to both male and female gamers whilst also promoting gender equality in the industry?

    Kind regards,

    Rosalie 🙂

    1. Chloe.Breeze Avatar
      Chloe.Breeze

      Hi Rosalie,

      Thank you so much for reaching out! Yes, I read your paper right away and thoroughly enjoyed it! You hit some really great points especially when talking about the “bro culture”, I think you have a really great perspective on the topic

      With regards to your question, I think that a lot of companies are making moves towards being more inclusive as much as they can. The option to play as a female characters and having strong characters as Abbey from TLOU. I feel as well as you mentioned that there needs to be more female creators within the industry both behind the scenes and up front facing. I think it will get there.

      Kind Regards,
      Chloe

  16. Savishni.Murday Avatar
    Savishni.Murday

    Hi Chloe,

    Your essay brings attention to an unfortunate reality that many women face when trying to participate in online gaming communities especially when talking about Twitch. The harassment and discrimination that women face within these communities is unacceptable and it’s important to continue discussing this issue to bring about change.

    But, according to you what steps can online gaming companies take to create a more inclusive and welcoming environment for women in gaming communities?

    Thanks Again!
    Savishni

  17. Ronan.Fitzgerald Avatar
    Ronan.Fitzgerald

    Hi Chloe,
    This is a great topic and very well-written article!
    It is such a shame that there is still inequality within the gaming community. Why do you think some men still hold these derogatory mindsets? Do you think it stems from arrogance and stubbornness?
    If you’re interested in these equality issues you may enjoy my article about sport and social media abuse. I address sexism and mysogyny.
    https://networkconference.netstudies.org/2023/csm/1702/in-what-ways-social-media-harmful-to-the-sporting-community/

  18. Dane Goulter Avatar
    Dane Goulter

    Hi!,

    This was great to read. While reading through your paper, I kept thinking about a writer who ironically, given the theme of your paper, wrote some of the best narratives for video games of all time, who happens to be female. Her name is Amy Hennig and is very well known as an excellent narrative writer for many well known games. It is ironic that some would see video games as a space where females cannot be, considering many of those same people very likely played games that were written by Amy Hennig. Another I know of that is one of my favourite concept artists (I am an illustrator for context), Jo Chen, also has worked in games for a long time. It is odd that some would see it as a male only space when there has been great contributions to the development of these games by female developers in different forms such as writers, artists, programmers, sound engineers, musicians and so on.

    Why shouldn’t female gamers be allowed into the same space as playing games when so many female developers have contributed to the video game industry for such a long time? I wonder if many of the gamers that have this exclusionary view are aware that many famous games that they have likely played had female developers on the team making those games? Would their perspective change if they were perhaps more aware of that?

    Thanks,
    Dane

  19. ChorYiu.Lai Avatar
    ChorYiu.Lai

    Hi Chloe,

    Thanks for sharing this topic because nowadays gaming communities are excluding women, which is a serious problem.

    Nevertheless, I have a specific question regarding what dynamics and underlying reasons contribute to women’s exclusion from online gaming communities and what measures can be taken to foster a more welcoming and inclusive atmosphere for women in the gaming community.

    Regards,
    Ben

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