Investigating the misogyny faced by the Gamer Girls of Gen Z

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Assignment 1

 
   

 

 

 

Title:

Conference Paper

 

 

Name: Elijah Appadoo
Student Number: 20807647
Unit Name: Social Media, Communities and Networks
Email Address: 20807647@student.curtin.edu.au
Date Submitted: 09/04/23
Word Count: [1925]
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I declare that I have retained a copy of this assignment. I have read and understood Curtin University policies on Plagiarism and Copyright and declare that this assignment complies with these policies. I declare that this assignment is my own work and has not been submitted previously in any form for assessment.

 

 

  1. Appadoo

 

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Conference Stream: Identity and Online Advocacy

 

Title: Investigating the misogyny faced by the Gamer Girls of Gen Z

 

Abstract: Gaming has become a widespread hobby, enthusiasts around the world have been able to make new acquaintances, deepen enduring connections, and meet new people. However, some users are permeating this platform with negativity, especially towards female presenting participants. This conference paper will explore the misogyny faced by women in gaming, from the casual player to the experienced streamer.

 

Video games have been proven to enhance one’s ability to interact with others, deal with stress, and overcome anxiety. Unfortunately, a lot of bad actors in the community do not share the same opinion, spewing hateful ideologies and discouraging women to partake in the video game sphere. The purpose of this conference paper is to highlight the degrading stigmas and persistent problems faced by feminine presenting individuals in gaming, from casual gamers to industry professionals. However, before delving into the research, it is important for me to point out that this essay is being written from my own perspective of a cisgender male. My experience with gaming has not been the same as other people and my claims will be based on research rather than my own experience.

 

The first part of this conference paper will focus on the negativity experienced by the average female gamer, that is, those who consider video games as a hobby and passion or someone who has a casual interest in gaming. Research shows that the gaming community’s predominance of the stereotype of a male gamer causes female gamers to frequently battle with their self-image. Several female gamers adopt male avatars to get around issues with gender perception in games. Yet, encounters with prejudice or stigma from male gamers deter female players from identifying as gamers or from disclosing their gender in-game. (Kuss et al, 2022) Women gamers did report psychological discomfort and gaming-related mental health issues, such as “Gaming Disorder”. Female gamers’ usage of gaming as a coping strategy or form of escapism has been associated with excessive technology use and psychopathology. Pathological gaming is defined by excessive and obsessive gaming activity, which has detrimental effects on a person’s life in many other areas. (Kuss et al, 2022) It is clear that female presenting individuals would struggle to make connections and experience everything that gaming has to offer when most of the player base consists of male gamers, the lack of diversity in the industry as a whole prevents the average female gamer from thriving in a respectful and inclusive environment. Moreover, it has been shown that male players are represented more frequently than female players by 87%. (Cote, 2018) Since image and reality are mutually constitutive, this distorted representation can have a substantial influence on a person’s ability to view themselves as a gamer. Since gamers are exclusively or mostly portrayed as men, gamer identity must likewise be male. This might make it challenging for women to identify with this group; even those who regularly play video games may not consider themselves gamers or may feel alienated from the community. The general perception of what a gaming community ought to look like and who belongs in it can also be impacted by the overrepresentation of men in comparison to women. (Cote, 2018) For instance, important portions of Nintendo Power, a significant video game magazine released by Nintendo in the 1990s, were set aside for male-oriented games and visuals, limiting the contribution of girls to mostly fan areas. Another indication that Nintendo Power was mostly indifferent with female readers is the magazine’s high proportion of sexualized female characters. Female players may find it challenging to relate with female characters when they are sexualized, and this may have an impact on how they view themselves. (Cote, 2018) Just a tiny number of female characters appear in the magazine, and they are frequently depicted as sidekicks or as members of a group. The magazine also prominently displays male characters or celebrities on its cover. Furthermore, male authors outnumber female authors, and female authors seldom ever go outside of the Counselor’s Corner of the magazine. A lack of representation has an impact on identity and may make it challenging for girls to picture themselves as gamers or members of the gaming community. (Cote, 2018)

 

Due to video games’ status as a form of entertainment, the exclusion of women from the gaming community may appear unimportant; however, games are an essential part of popular culture, and their historical masculinization has social effects beyond simple audience makeup, contributing to the emergence of a misogynistic gaming culture. Another problem faced by casual female gamers is the “gamer girl” identity, especially those from Generation Z. A study argues that young women strive to redefine the boundaries of their identities as girl gamers while struggling to explain their proficiency and enjoyment in games that are frequently linked with violence and masculinity. (Catherine & Claire, 2007) Gen Z gamer girls were constrained and empowered by the binary idea of femininity and masculinity that defines the understandability of the “female” gamer. Young women contest essentialist depictions of gendered identities and create fresh avenues for gendered identity negotiation within the gaming community. (Catherine & Claire, 2007) These are only some of the many issues faced by female presenting individuals in the gaming sphere.

 

The second part of this conference paper will highlight the daily struggles of professional gamer girls who are currently pursuing a career through video games, whether be it through streaming content and entertaining an audience or participating in major tournaments to win cash prizes and obtain global renown. Streaming has been an essential part of the gaming industry, allowing people to enjoy a common hobby and interact with each other. Unfortunately, female streamers have experienced a lot of unjustified troubles on the internet. One piece of academic research focuses on how women streamers whose self-presentation is thought to be overly sexual are referred to with disparaging labels like “titty streamer” and “cam girl,” with the emphasis on breasts and attire being a distinguishing aspect. (Bonnie et al, 2019) According to the report, whether a woman is deemed a “titty streamer” depends on technical factors of live broadcasting, such as camera angles and layout. Throughout the piece, it is made clear how the gaming business supports gender inequality and the notion that only some kinds of gamers are deserving of success. (Bonnie et al, 2019) This information exposes one of the many misogynistic concepts currently prevalent in the gaming domain which wrongfully states that female presenting streamers can only achieve success through the use of looks rather than their own skillfulness at video games and entertaining personalities. In order to distinguish between live streamers who belong on Twitch and those who do not, terms like “cam girl” and “titty streamer” are used to disparage female streamers by linking them to the sex industry. (Bonnie et al, 2019) With users arguing that these streamers are not “genuine” and that their broadcasts are not “real” streams since they emphasize too much on their physique instead of playing video games, the vocabulary of “titty streamers” is used to define and enforce criteria of cultural validity. Some critics equate “good” women broadcasters with conservative attire and “bad” ones use their bodies to garner views, making breasts into indicators of illegitimacy.           (Bonnie et al, 2019) One would argue that these disheartening comments and wrongful assumptions discourage the young girls of Gen Z from striving to become streamers or to even be associated with video games to begin with. Additionally, the discourse around these women’s bodies is utilized to argue against their legitimacy, as women streamers are condemned for allegedly putting in less effort than men streamers yet earning more money. This expresses unhelpful attitudes around gender, sex, value, and employment. Unquestionably sexist, the phrase “titty streamer” reflects wider discriminatory views that prevent women from participating fully in gaming culture. (Bonnie et al, 2019) Even in a professional setting, female presenting individuals are not free from the distasteful labels imposed by sexist and hateful gamers. Although the depiction of female beauty in online games has long been a subject of debate, gender-based bias in the broadcasting of games is currently a significant and urgent issue. It can have serious repercussions for women, gay players, and players of color who want to engage in this cultural phenomenon since the default player is frequently presumed to be heterosexual, white, and male. For people who do not match the stereotypical “gamer” model, online harassment, which may turn into deadly and life-threatening attacks, is a serious issue. The feminist, antiracist, and LGBT rights groups are all targets of greater cultural hostility that have their roots in the gender politics of video game culture.

 

Another consequent issue affecting female presenting individuals in the professional gaming domain is the lack of representation in eSports. Women gamers are put in an extremely vulnerable situation as a result of the construction of masculinity in eSports, which has genuine and significant effects on women’s access to professional and recreational gaming venues. (Egil, 2022) Compared to male gamers, female gamers deal with different expectations, reactions, and comments from rivals. In eSports, women are typically viewed as a minority and regularly experience both general and sexual harassment from other competitors. Women players’ lower self-confidence relative to male players was one probable effect of a hostile societal environment against women. Women gamers may not be able to build their self-confidence due to issues like online abuse and harassment, which keeps them stuck in a harmful loop where they feel alienated from the gaming community and are dissuaded from participating in competitive play. (Egil, 2022) Moreover, female players in particular face significant obstacles and difficulties in building and retaining their brand and impact. To negotiate the male-dominated environment, they may use compensating signals to reaffirm their gender or hyperfeminine and masculine behaviors. There aren’t as many female players in eSports as there are male players, which has led to misconceptions that female presenting individuals are less skillful and can’t compete on a comparable level as male gamers owing to intrinsic gender differences. Because of the lack of gender diversification in the industry, people who do not match the mold of a standard eSports gamer sometimes find themselves in unfriendly circumstances. (Egil, 2022) Women gamers frequently lack networks of people to play with and have restricted access to communities where they may grow as players. Furthermore, the root reasons of sexual harassment in settings for competitive gaming are still unknown, it’s possible that males are using this behavior as a type of gatekeeping to protect their masculine territory. (Egil, 2022)

 

In conclusion, this conference paper has exposed the various struggles experienced by female presenting members of Generation Z in the gaming sphere. In a male-dominated environment, women who play video games casually were struggling with their identity as gamer girls since most of the community did not cater to them. Female presenting streamers and gaming professionals were subjected to sexist labels and imposed barriers regardless of their level of success. It is clear that there is a need to acknowledge these problems and work on solutions to turn the gaming community into a peaceful place where people can do what they love most: playing games with each other. As a cisgender male, I have rarely experienced these issues throughout my gaming journey, which is why I challenged myself to provide an accurate depiction and relevant information regarding this current situation.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Reference List:

 

Bonnie, R., Amanda, L. L. Cullen., & Kathryn, B. (2019). Nothing but a “titty streamer”: legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication36(5), 466-481. DOI: 10.1080/15295036.2019.1658886

 

Catherine, B & Claire, C. (2007). Would the ‘real’ girl gamer please stand up? Gender, LAN cafés and the reformulation of the ‘girl’ gamer. Gender and Education, 19(6), 691-705. DOI: 10.1080/09540250701650615

 

Cote, A. C. (2018). Writing “Gamers”: The Gendered Construction of Gamer Identity in Nintendo Power (1994–1999). Games and Culture, 13(5), 479–503. https://doi.org/10.1177/1555412015624742

 

Egil, T. R. (2022). Gender in eSports research: a literature review. European Journal for Sport and Society19(3), 195-213. DOI: 10.1080/16138171.2021.1930941

 

Kuss, D. J., Kristensen, A. M., Williams, A. J., & Lopez-Fernandez, O. (2022). To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity. International Journal of Environmental Research and Public Health, 19(3). https://doi.org/10.3390/ijerph19031169

Downloadable Link: Appadoo_20807647_Conference Paper 


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16 responses to “Investigating the misogyny faced by the Gamer Girls of Gen Z”

  1. Thomas.M.Lewis Avatar
    Thomas.M.Lewis

    Hello ,
    As a fellow video game player I’m quite saddened but not surprised by this paper,
    do you find this issue prevalent in all gaming communities or is there some that make good examples or equality?

    you mentioned competitive networks, do they share these issues?
    as i find in some cases a female in a team can dominate the communication in both beneficial and negative outcomes when playing Overwatch 2 Competitive, i would like to know what you think.

    Additionally do you think it is only players of the games that are responsible or can some blame be shifted to other parties?
    I.e. whats your opinion on Game Developers designing for lack of a better term appeal when addressing females appearance in game, making it favored towards attracting a male audience.

    Regards Tom(OUA)

    1. E.Appadoo1 Avatar
      E.Appadoo1

      Hey Thomas,
      Thanks for the positive response. From my experience, there are certain gaming communities that do not suffer from this problem of internalized misogyny. The first examples that come to my mind are Deep Rock Galactic and Rainbow Six Siege, my experience with the community in these games have always been wholesome and a big factor in our interaction is the fact that gender was never a part of the equation. Unlike other games where you can create your own character, games that allow you to take control of existing characters tend to create positive interactions. Furthermore, I believe that this theory connects to the point you made about women playing Overwatch 2, the game contains existing characters and that neutralizes the question of gender while gaming. Finally, the last point you have made is quite interesting. I have played a number of MMORPGs where female armor is completely sexualized compared to male armor, which definitely contributes to the internalized misogyny present in gaming.

      1. Thomas.M.Lewis Avatar
        Thomas.M.Lewis

        Hello Appadoo1,

        Glad to see you’ve considered my ideas and i can see where your coming from with your personal communites experience differing my own played titles, hope the conference experience has been positive,

        Regards Tom(OUA).

  2. H.Lochee Avatar
    H.Lochee

    Hi Elijah,

    Your paper was an interesting read on the misogyny female gamers face online. I agree that they are under-represented as mostly stereotypically described heterosexual white men constitute of the ideology of the gamer identity.
    Gender stereotypes reinforced by online media is an issue our papers share, which I invite you to read; female athletes are often sexualised and objectified in the media to reap success through sponsorships which links to your findings in the gaming bubble.

    Although, I have noticed that some gamer girls or streamers intentionally use their bodies or sexual clickbait content to gauge more engagement from their dominant male counterparts. Maybe they are doing this to intentionally compete for attention. An example of this can be found on a twitch streamer’s YouTube channel: ‘bebahan’ who oversexualizes all her video content and thumbnails on games and general comedic entertainment.

    This in return could be self-contradictory to the goal of demasculanizing the gaming sphere. What are your thoughts on this?

    Also, one reason I can think of apart from men attempting to protect their territory in gaming is the nature of competitive eSports. Competitions are naturally fierce and as a masculine dominated segment, verbal aggression for example is manifested, this might play a big role as to why women may feel displaced as most would not be accustomed to ‘normalized testosterone-filled aggressivity’ of the male gender. But this is just a hypothesis.

    Regards,
    Yaj

    1. E.Appadoo1 Avatar
      E.Appadoo1

      Hi Yaj,
      Thanks for the positive response. You bring up a very interesting point, it is true that some female presenting gamers tend to sexualize themselves either to compete or to stay releveant in the industry. There are multiple examples of this which can be found on Twitch, especially the “ASMR” and “Just Chatting” categories of the website. One could argue that this represent a vicious circle, whereby female gamers are forced to sexualize themselves in order to obtain traction, which leads to this false perception that women in gaming use their bodies for attention. As for your second point, it is a claim that holds some ground but unfortunately I have not researched this side of the topic enough to give you an academic answer.

      1. H.Lochee Avatar
        H.Lochee

        Hi Elijah,

        It’s unfortunate that women have to undergo such sexualization whether voluntary or not. It is something our papers share, I invite you to read mine by clicking on the following link: https://networkconference.netstudies.org/2023/ioa/1236/the-issues-public-figures-face-around-self-portrayal-on-instagram-profiles-juggling-between-their-private-and-public-identities/#comment-842

        If ever you come across any arguments about how males’ masculinity and often naturally aggressive/defensive behaviour affects female gamers online, please do share!

        Regards,
        Yaj

    2. Avinash Assonne Avatar
      Avinash Assonne

      Hi Yaj,

      I was just reading the discussion between you and Elijah, indeed, you brought up a very interesting point where you correctly stated in your comment above “I have noticed that some gamer girls or streamers intentionally use their bodies or sexual clickbait content to gauge more engagement from their dominant male counterparts”. Exactly!!! This relates to our discussions on our posts regarding how influencers/media personalities are willing to do anything to the point of exposing themselves extravagantly just to stay relevant or exist online. Although we talked mostly about influencers (journalists, the media etc…) some gamer girls definitely fall into this category too. Your comment encourages us to look at the other side of the coin! Yes most of the time the gamer girls are victims, however, there are certain situations where they are not the real victims and they know exactly what they are doing for attention, fame and money online.

      Regards,
      Avinash

      1. H.Lochee Avatar
        H.Lochee

        Hi Avinash,

        Definitely, I think especially on social media and online, as we both conclude alongside countless academics in this field, not everything is real or authentic. This is what always leads me to question and reflect on what ‘the other side of the coin’ could reveal to acquire a more open-minded, broad, and flexible understanding of contemporary media practices.

        But for sure, this enlightens us on the toxic cultures online/social media fosters which is important for us to be aware of.

        Regards,
        Yaj

  3. Avinash Assonne Avatar
    Avinash Assonne

    Hi Elijah,

    I enjoyed reading your paper as I am a gamer myself, mostly on PS4 (I’m planning to get the PS5 soon haha!). Your paper presented in detailed the various struggles experienced by female gamers in the gaming community. Just like you, I have never really experienced such issues as a male gamer but when it comes to female gamers, it’s a different story indeed and your paper did a good job at highlighting that. Gamer girls just want to have a fun and relaxing time while gaming just like us. Their presence should motivate the gaming community to find solutions to prevent harassment of its workers and fans while also helping to better online environments.
    We surely don’t want to become entrenched in a divisive society where misogyny is accepted or encouraged.

    On side note, I thought about just letting you know that… I think there is an issue regarding the way you posted your paper on here. I cannot read your paper on the site itself, I have to click and download it. I mean like there is nothing written on here. You can provide a downloadable pdf version of the paper (which is optional) but you need to also copy paste everything that you have written from your word document on here, including a coversheet. Refer to the instructions in your mail. When you have time, I invite you to check out my paper (specially the format at the beginning- coversheet etc..) you will get a better idea. Overall, you paper was an absorbing read 🙂

    Regards,
    Avinash

  4. Amelia.Rigby Avatar
    Amelia.Rigby

    Hey! This was an insightful and saddening read, however, I am not surprised by the conclusion of your paper.

    I have read another article called “Building an Incel” and the author discusses a phenomenon known as an ‘echo chamber’ where by users of an internet platform encounter beliefs that amplify their own pre-existing ones because of the repetition of discussion and reaffirmation of beliefs. This can become indoctrinated into your value system when these beliefs are met unchallenged and void of rebuttal.
    Would you say that part of gaming culture misogyny could be attributed to echo chambers?
    Thank you,
    Amelia

  5. Ali Crowe Avatar
    Ali Crowe

    Hi Elijah,

    thanks for sharing your conference paper – I found it fascinating.
    I particularly found the following section of your paper to be quite pertinent “Female players may find it challenging to relate with female characters when they are sexualized, and this may have an impact on how they view themselves. (Cote, 2018)”. Having grown up in the 90’s and played SIMS etc I can say that in the past this was absolutely a factor! The body types, hair and clothing options were so limited to an obvious gender. I hope this has changed!

    As a mostly non-gaming female adult with ‘tweenager’ nieces who live online playing Roblox and Undertale, and love being online playing games with friends, I wonder if you think gamer girl misogyny will change as Gen Z’ers who identify as female grow into adults? Did any of your research discuss positive changes in this space?

    Kindest,

    Ali

  6. Shane.Bundoo Avatar
    Shane.Bundoo

    Hi Elijah,

    In a society where gender roles and stereotypes are pervasive, young women face the challenge of redefining their identities in various spheres, including the world of gaming. The author highlights the struggles faced by young women gamers who are often questioned and judged for their proficiency and enjoyment in games that have been traditionally associated with masculinity and violence.

    While it is important to address this issue and provide a safe and welcoming environment for women in gaming, it is also crucial to examine the root causes of this association. The prevalence of toxic masculinity and gender stereotypes in popular media has contributed to the perpetuation of this connection between violent games and masculinity.

    However, there is a growing movement to create more diverse and inclusive games that appeal to a wider audience. Game developers are becoming more aware of the need to represent different perspectives and experiences in their games. There is a push to create games that are not only entertaining but also challenge societal norms and promote inclusivity.

    The video game industry is also seeing a rise in female game developers, writers, and designers who are bringing fresh perspectives to game creation. Their contributions are helping to break down gender barriers and diversify the gaming landscape.

    In this regard, are there ways to create more diverse and inclusive games that appeal to a wider audience?

    Regards,
    Shane

  7. P.Itnac Avatar
    P.Itnac

    Hi Elijah,

    I found your work to be quite interesting to read and have thoroughly liked it. Do you, as a guy, anticipate that in the near future, prejudice against female gamers will get worse ? Take a moment What would you do if you were playing a game and one of your male teammates called the female player “stupid” or “make a sandwich”? What actions could you take to combat misogyny? Do you enjoy collaborating with female gamers?

    Best regards,
    Pratikshabye.

  8. Cameron.S.James Avatar
    Cameron.S.James

    Nice post Elijah! I found your post to be very intriguing and made me think about a perspective i hadn’t thought about before. Have you ever witnessed first hand verbal abuse against women? DId you do much to try and stop them from doing it in the future? Personally I have been in a game where my friends had committed such act. Its tough at first to realise the impact this stuff can have and if we don’t call out our mates nothing will change.

  9. M.Rioux Avatar
    M.Rioux

    Hi Elijah,

    Thank you for this interesting piece! I myself did an assignment on games and gender.

    The gaming industry has historically been male-dominated, both in terms of the workers and the intended consumer. Games are spatio-contextual creation, which means that they reflect the society/culture in which it is produced. This is why games convey, contain and deploy cultural ideas about gender which are detrimental to women in society. This is why Gen Z female gamers forms part of a culture of misogyny being subject to traditional gender stereotypes. It is interesting that you brought up the concept of gender-bending as effectively, women players rather chose a male characters in order to be treated as equals, judged only by their skills rather than their appearance.
    However, there has been a rise of female gamers recently, and there are now initiatives to support gender diversity in the sector. This i when I heard of the “Lara phenomenon.”
    Have you heard of this? How do you think this phenomenon could improve the perception about female gamers in this industry?

    Thanks,
    Emma

  10. M.Nuckchady1 Avatar
    M.Nuckchady1

    Hi Elijah,

    Thank you for this wonderful conference paper which has broadened my knowledge.It has increased my awareness of the difficulties that female Generation Z gamers frequently encounter.After reading it, I believe the game industry still has a ways to go before fostering a secure and welcoming atmosphere for female Generation Z players.Do you believe there is a lack of representation, similar to the dearth of women in leadership and development positions in the gaming industry?

    Regards,
    Mithil

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