The Toxicity of Online Gaming: Discrimination Against Female Gamers and the Lack of Inclusivity in the Industry

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Abstract

This paper discusses the effects of toxic behaviour and discrimination towards female gamers in the online gaming community. Despite the positive aspects of online networking, online gaming is contributing to the continuation of outdated social standards and discourages social change. There are many factors that make the problem worse, one including the failure of the gaming industry and its inability to take responsibility for the toxic behaviour. This is shown through the lack of female game developers. This consistent exposure to toxic behaviour also has an impact on the mental health of female gamers, with symptoms including anxiety, depression, and low self-esteem. Creating a lack of desire for women to play, making it more of a male dominated community. Additionally female gamers are underrepresented in video games and are portrayed negatively, furthering this mass divide between men and women in the industry. This results in an increase of toxic behaviour and reinforcement of societal ideals when it comes to women. There needs to be action taken to promote inclusivity and diversity to make all players feel safe in the online environment that they are in.

 

 

The formation of online networks has been possible due to the rapid evolution of modern technology, it enables society to connect and create communities from anywhere in the world. As a result of this, individuals have scattered themselves across various communities, whether that be online or offline, showing the capacity to belong to many. Although, despite the benefits of online networking, there have been some that are detrimental to society, particularly online gaming. Online gaming has established a large global community, but in doing this it has discouraged social change, whilst persisting in holding outdated social standards. Females are among one of the most targeted groups that are discriminated against in the ecosphere of gaming. Despite the awareness of toxic behaviours such as sexism, harassment, and bullying it is still well-known, it continues to exist. The gaming industry has failed to take responsibility and does not promote inclusivity, this is a reflection when looking at the lack of female representation among game developers. The absence of this representation contributes to the insufficient knowledge and understanding that a man could never comprehend. Men are the primary audience, disregarding any signs of inclusivity. In addition, online gaming allows users to remain anonymous, making it easier to target and victimise others. Users can hide their identity and harass others without consequences, and even when caught, they receive minimal punishment. The lack of real action and responsibility in addressing these issues worsens the problem. Another contributing factor is the plotline for most games, they create a subconscious idea that women are inferior, and men are the superior hero. The coupling of toxic behaviour in online gaming creates a harmful and hostile environment for female participants, along with the lack of inclusivity this has furthered negative connotations towards women and has become damaging to the mental health and well-being of female players.

 

The constant exposure to toxic behaviour can have a significant impact on the mental health of female gamers. It is not unusual for women to feel anxious, depressed, or have low self-esteem because of the constant negativity directed towards them within online gaming (Fishman, 2022). There are a lot of attempts to expose it from female online gamers that have a big following, but it is still current and deeply ingrained in the roots of gaming (Tu, 2023). Having gaming as a hobby is often associated with men, even toys about gaming is targeted towards men (Blackburn & Scharrer, 2019). This stems from stereotypes and societal expectations of a man and woman. Due to this it has transcended onto an online platform as technology has evolved. Society offline and on this virtual platform intertwine when it comes to social attitudes towards women, therefore women face a large amount of resistance when entering this male dominated world (Bryter, 2022). When women present themselves on gaming platforms they are often bullied and harassed though teasing, name calling, threating to cause harm among some (Yildirim et al., 2022). There is the other end where women are sexualised or face sexual harassment from men which can be uncomfortable, triggering and traumatising (Yildirim et al., 2022). Not only this but women can be insulted when they are made to feel incapable or stupid due to the comments of male players. This is just a small sliver of what women face daily. For many, gaming is a way to escape from the pressures of life, yet for women it becomes a place of discomfort and fear (Bryter, 2022). What is assumed a place to destress really is a war zone of verbal abuse and hassling. In a world that puts women down, online gaming continues to reinforce this standard. 1 in 5 women stop playing because of the toxic behaviour that is exerted in these environments (Bryter, 2022). Women tend to not report any of this due to inadequate process and lack of consequences against perpetrators (Bryter, 2022). This increase of women leaving the industry will essentially result in an increase of toxic behaviour and lack of inclusivity, as there is minimal effort for change (Bryter, 2022). Understandably it is hard to enjoy something when faced with emotional destruction. Online gaming continues to produce an environment that is unsafe for women and not a place of inclusivity.

 

Female gamers are underrepresented in video games and the gaming industry. There is a major lack of female characters in online games, and if they are they are shown in a way that is unfavourable (Brisot et al., 2019). When these figures are present, they are often portrayed in negative or stereotypical ways, reinforcing gender norms, and making them more vulnerable to toxic behaviours from other gamers (Brisot et al., 2019). Women are regularly hypersexualised or are portrayed as the ‘damsel in distress,’ this is present in even the most popular games (Downs & Smith, 2009). Super Mario Bros. is among one of the games that promotes this stereotypical figure of a woman. In the game women are helpless princesses that are dependent and need rescuing by the male characters (Craig, n.a.). In the end the man is the hero, and the woman is forgotten. Males being the ‘hero,’ is the basis of most games as it reaches the audience and makes men within society feel superior (Craig, n.a.). Grand Theft Auto V is another game where the main characters within story mode revolve around three men (Cross et al., 2022). The women within the game are either non-player characters, prostitutes, strippers, girlfriends, or wives. Women in this game are not given a main role but instead are being put in a role that is degrading and perceived as inferior (Cross et al., 2022). Essentially, they are still a sub character of the game and don’t hold any real importance to the end goal. The sole purpose of women being within these games is to provide entertainment for consumers, reaching the target audience which is men/boys (Down & Smith, 2009). However, women still make up a larger portion of gaming consumers, yet generally are not included as being a part of the target audience. Any sort of action game is based around a male character and ‘fun,’ ‘cute’ games are targeted for women (Bryter, 2022). For males this could include Call of Duty, Assassin’s Creed, or God of War, generally first-person shooter games where the characters are male also – male soldiers, male protagonists, male warriors. Games generally marketed towards females include Animal Crossing, Harvest Moon, or Pokémon, these games often portray ‘real life’ scenarios and are filled with cute characters and homemaking activities. A good example is Sims, a unisex game, because it really ties into the trope of homemaking and providing for a family, it is less significant to a male audience but generally this would be more appealing to women and targeted towards them. Following the idea that women are more sensitive and perform better in social communications and interactions. This categorises women and plays into the stereotype that women should not be involved in physical action which correlates to games with guns, war or even quests. Women are often the peripheral character within many games. This creates a subconscious ideal, that women are weak and need to be degraded as they are less ‘important,’ in the game and in real life (Warrell, 2016). This gives men the confidence to bully and harass women as that is how they are set up to be perceived.

 

Women make up a half of video game consumers yet there are very few that are involved in the gaming industry (Bryter, 2022). Beside the fact that video game developers aren’t on average paid as well compared to other careers, there are several reasons why it is a lot harder for women to be a part of this industry (Bailey et al., 2021). A big contributor is the lack of equal pay, in the US a survey was done in 2014 that showed men were getting $12,192 more on average per year (Bailey et al., 2021). Women have regularly been successful at creating popular, thriving games but are often not given the recognition and are discredited for it because it is not a “real game” (MacDonald, 2020).  There also seems to be a “bro culture” in the developing agencies, one in particular Riot Games, is one where female staff members reported the sexism at the company and outlined what “bro culture” is (Bailey et al., 2021). The reports showed sexist behaviour with women being talked over and were often kept out of leadership roles, this is evident with only 3 women out of 23 men in top management positions (Bailey et al., 2021). As this is where video games start, developers are ignorant to the issues and societal attitudes that they put out to be imprinted on young boys’ minds. This just further reinforces the idea that women are inferior online and offline. With women being disrespected within the industry it is understandable why this behaviour carries through to the games. Without the knowledge of a woman, video game creators have the inability to understand or how to represent women in games. This makes female users and developers feel unimportant in the gaming world and feel unseen (Bailey et al., 2021). Whilst this behaviour continues so does the major lack of inclusivity. There is a high need to address the toxic behaviour within these communities and take steps to promote positive interactions between players, but this is a slow process. It is hard to be inclusive when there is not only lack of representation within these games but also lack of representation among developers (Bailey et al., 2021). The foundation of this industry is built off cultural biases, stereotypes, and commercial considerations which prioritise mainstream audiences (Schrier, 2018). Within history gaming communities have been male dominated, which leads to a culture that reinforces sexism, making it difficult for women to feel represented and welcomed in these spaces.

 

The formation of online networks has allowed individuals the ability to connect and create communities worldwide. Online gaming has established a large network and community, despite this it has become a detriment to society and does not encourage social change. This is particularly towards female participants. There are significant flaws in the gaming industry that impact minorities severely. Although developers and companies in the world of gaming do not take responsibility to make change. This is reflective of the lack of female representation and inclusivity among game developers and the actual games themselves. With this lack of representation, it promotes bullying and mistreatment to female participants. The constant exposure to toxic behaviour in online gaming has an impact on the mental health of female participants, creating a divide and discomfort for all online gamers. The way women are portrayed also is always in a negative or stereotypical way, which can be triggering and lower self-esteem. Women are made to feel like sexual objects, which leads into the point of the subconscious ideal that video games create because of have they’re portrayed. Again, reinforcing the idea that women should be perceived a certain way, hence why there is lack of female games that are action based, which plays into stereotypes. For there to be change the gaming industry needs to take responsibility, otherwise this behaviour will continue, and women will be at the hands of injustice in real life and on a virtual level. Further perpetuating the fact that online gaming is toxic towards females.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

References

Bailey, E. N., Miyata, K., & Yoshida, T. (2019). Gender composition of teams and studios in video game development. Games and Culture, 16(1), 42–64. https://doi.org/10.1177/1555412019868381

Blackburn, G., & Scharrer, E. (2018). Video game playing and beliefs about masculinity among male and female emerging adults. Sex Roles, 80(5-6), 310–324. https://doi.org/10.1007/s11199-018-0934-4

Bryter, B. (2022, December 22). The gaming industry will be hoping for strong holiday sales, but the latest female gamers study shows the industry loses 1 in 5 female online gamers due to negative, toxic and threatening experiences. PR Newswire: press release distribution, targeting, monitoring and marketing. https://www.prnewswire.com/news-releases/the-gaming-industry-will-be-hoping-for-strong-holiday-sales-but-the-latest-female-gamers-study-shows-the-industry-loses-1-in-5-female-online-gamers-due-to-negative-toxic-and-threatening-experiences-301708790.html

Craig, T. (2020, September 27). Endure and survive: The LGBTQ+ history of video games. Retrospect Journal. https://retrospectjournal.com/2020/02/17/endure-and-survive-the-lgbtq-history-of-video-games/

Cross, L., Kaye, L. K., Savostijanovs, J., McLatchie, N., Johnston, M., Whiteman, L., Mooney, R., & Atherton, G. (2022). Gendered violence and sexualized representations in video games: (lack of) effect on gender-related attitudes. New Media & Society. https://doi.org/10.1177/14614448221075736

Downs, E., & Smith, S. L. (2009). Keeping abreast of hypersexuality: A video game character Content Analysis. Sex Roles, 62(11-12), 721–733. https://doi.org/10.1007/s11199-009-9637-1

Ekiciler1, A., Ahioğlu1, I., Yıldırım1, N., & İlkkaracan, I.(2022) The Bullying Game: Sexism Based Toxic Language Analysis on Online Games Chat Logs by Text Mining. Journal of International Women’s Studies: Vol. 24: Iss. 3, Article 7. https://vc.bridgew.edu/jiws/vol24/iss3/7

Fishman, A. (2022, January 8). Women in gaming: A difficult intersection. Psychology Today. https://www.psychologytoday.com/au/blog/video-game-health/202201/women-in-gaming-difficult-intersection

Macdonald, K. (2020, July 22). Is the video games industry finally reckoning with sexism? The Guardian. https://www.theguardian.com/games/2020/jul/22/is-the-video-games-industry-finally-reckoning-with-sexism

Pozzebon, E., Canal, F., Carraro, J., Bristot, P., & Frigo, L. (2019). Female Representation in Video Games. 22. 25.https://www.researchgate.net/publication/342945119_Female_Representation_in_Video_Games

 

Souza, A., Pegorini, J., Yada, N., Costa, L., & Souza, F. C. (2021). Exploring toxic behavior in multiplayer online games: perceptions of different genders. https://www.researchgate.net/publication/355439660_Exploring_toxic_behavior_in_multiplayer_online_games_perceptions_of_different_genders/citation/download

 

Schrier, K. (2018, December 30). Reducing bias through gaming. GAME The Italian Journal of Game Studies. https://www.gamejournal.it/07_schrier/

 

Tu, J. (2023, February 23). The campaign highlighting the sexism, discrimination and bullying female gamers face. Women’s Agenda. https://womensagenda.com.au/latest/the-campaign-highlighting-the-sexism-discrimination-and-bullying-female-gamers-face/

 

Warrell, M. (2016, September 2). Unconscious bias: Most women believe sexism still exists but most men disagree. The Guardian. https://www.theguardian.com/sustainable-business/2016/sep/02/unconscious-bias-most-women-believe-sexism-still-exists-but-most-men-disagree

 


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16 responses to “The Toxicity of Online Gaming: Discrimination Against Female Gamers and the Lack of Inclusivity in the Industry”

  1. Yiyun Wang Avatar
    Yiyun Wang

    Hi Rosalie,

    As a female, I strongly agree with your point! Although female players are now increasing and reaching 48% of all players (https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/), a part of males still have discrimination against females in games and the game industry workplace. Riot Game and another big game company, Blizzard Entertainment, have worse treatment for female employees. Many big gaming companies now claim to be making efforts to balance the number of men and women in their companies and to protect the rights of female employees, but the reality runs counter to what they are doing. I believe that achieving gender balance is only the first step in changing the situation of women in the gaming industry, and game companies should make more efforts to address the potential discrimination against women caused by entry barriers and ceiling effects in the gaming industry. Do you have any thoughts on this?

    Looking forward to hearing from you soon!

    Best wishes,
    Yiyun

    1. Rosalie.Heta Avatar
      Rosalie.Heta

      Hi Yiyun,

      Thank you for your response. Despite this increase in female players, it is still a negative environment for women unfortunately. I agree with you, I also think that the gaming industry has a long way to go as the effort to protect females in this industry falls short mostly due to the community. I think the diminishment of discrimination towards females in the gaming industry is a side step and not necessarily a step forward, I see it as more of a surface level fix. There needs to be real advertisement for female and people in a non gendered way, otherwise it will reinforce gender norms. There also needs to be equality within the actuals games which is another responsibility of these gaming companies. I do feel that a bigger female presence would encourage change within games and would be less sexist and target towards women. Although in order for there to be equality in the gaming industry, it also needs to be backed by the gaming community also as they majorly impact companies decision making.

      Let me know your thoughts, do you think there is hope or do you think that the gaming industry is doomed?

      Thanks,

      Rosalie

      1. Yiyun.Wang Avatar
        Yiyun.Wang

        Hi Rosalie,

        Thank you for your reply!
        There is still hope, but it may take a long time. Because the underlying gender stereotypes still have an impact on people. When most people realize real equality and respect for women, everything will change. But this does require efforts in many aspects, such as improving relevant systems from the aspects of education and law and raising people’s inner consciousness.

        Cheers!
        Yiyun

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

    Hi Rosa,

    Thank you for presenting this emotive topic in a considered and academic way.

    To me, looking at your data from ‘outside-in’, it seems that the picture paints itself as one where the gaming industry is mirroring the % domination statistics of many other industries.

    My postulating that the entry-barriers and ceiling-effects are not only gaming industry related, sees me also like Yiyun (see Yiyun Wang’s earlier posted comments) being interested in your thoughts on the steps towards rectifying the gender imbalance in the gaming industry.

    Are there any case-study inclusion/diversity success-story examples that we can hang our hats of hope upon?

    Kind regards
    Steve

    ps: FWIW => I did some ‘diversity’ subjects as part of a suite of V.E.T Diploma courses that I completed during the COVID-years; in those courses it was stressed that any company/business that embraced diversity and balanced employment across all levels of staffing would see productivity returns.

    1. Rosalie Heta Avatar
      Rosalie Heta

      Hi Steve,

      Thank you for your comment and for your interest in this important topic. I do agree, you make a good point that it is not just the gaming industry that is facing issues surrounding gender imbalance, as I’m sure most are aware it affects several other industries as well. However, this does not take away from the importance of addressing the issue within the gaming industry.

      To answer your question regarding steps about rectifying the gender imbalance in the gaming industry, there are a few that can definitely be done, but whether that happens is questionable. Although I have provided some potential approaches. One is to increase awareness by educating and advocating. This could involve initiatives like mentoring programs, scholarships and outreach programs which would encourage women to pursure careers in the gaming industry. Another important one is of course addressing cultural issues that contribute to the gender imbalance. This can be done by changing attitudes and behaviours towards women in the industry and tackling any biases or discrimination that may potentially be present.

      In regard to your question about a case study/diversity success-story example, after some research I did actually find a few gaming companies that have made an effort in to improve gender diversity and have seen positive results. A good example is that of Electronic Arts (EA), they made a commitment to increasing the representation of women in its workforce, and have also implemented training programs including unconscious bias training and targeted recruitment efforts to achieve this goal. I have also provided a link for you:

      https://www.ea.com/en-gb/news/our-commitment-to-gender-equality

      Unfortunately I don’t think there is not an all-round solution when it comes to addressing the gender imbalance in the gaming industry. Although with the small effort of some companies and the increase of awareness, there is definitely big hopes for change in the future and perhaps a diverse and inclusive industry.

      Kind Regards,

      Rosa 🙂

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

        Hi Rosa,

        Thank you for your feedback to my engagement; and particularly the example you provided and the link.

        Much Appreciated
        SteveB

  3. Iesha Roberts Avatar
    Iesha Roberts

    Hi Rosalie!

    Yay, more gaming papers to read! And one about women and representation (and lack thereof) in the gaming industry! I really enjoyed this; it was insightful and somewhat confronting to me, as a woman who’s been in the online gaming sphere since the CoD: Modern Warfare days. Which, as you say at the start, was incredibly toxic.

    As I was reading through, I was reminded of Aloy from the Horizon series. She’s not hypersexualised or a damsel in distress (she’s the character you play as) and was specifically designed by a woman [1]. But, her design was been criticized on Twitter for not being ‘feminine’ enough [2] which only reinforces the point that gaming as networked community can be incredibly sexist. But also, there was enough backlash against this person that it became a meme within the gaming news industry, and they did delete the original tweet. So, there’s a small, tiny hope spot for the community itself, I think, in terms of potential representation. Sort of.

    It’s still such a sorry situation, though. In terms of notable women in the game industry (and my bias is definitely showing here) I could think of Natsuko Ishikawa [3] (lead writer) and Kathryn Cwynar [4] (translator + English localizer) from FFXIV off the top of my head, and as far as I can tell — anecdotally — both are beloved by the XIV community. So, again, small hope spot. But that those are the only two I can think of off the top of my head bespeaks to the issue facing the community and industry at large. Can you think of anyone else?

    Cheers!

    1 – https://loish.net/project/aloy/
    2 – https://www.dailydot.com/unclick/horizon-forbidden-west-aloy-design-memes/
    3 – https://www.imdb.com/name/nm10265897/
    4 – https://www.imdb.com/name/nm4421209/?ref_=fn_al_nm_1

    1. Rosalie.Heta Avatar
      Rosalie.Heta

      Hi there!

      Thank you for your comment, I found it very insightful. I’m also really glad to hear that you enjoyed the article and found it informative.

      After doing some research I was able to find who Aloy is from Horizon and I totally agree with you. She is a terrific example of a female video game character that isn’t hypersexualised and is actually a strong and capable protagonist. It is also very disappointing to hear that her design was criticised for not being “feminine” enough, but it is great to know that there was also backlash towards those comments and ultimately the tweet was deleted. This does bring me a bit of hope and shows me the potential for change within the gaming industry.

      I did some digging and found some other notable women in the gaming industry. Some examples include Amy Hennig, best known for her work on the Uncharted series. There is also Bonnie Ross, she is head of 343 industries, this studio is responsible for the Halo series. These are just a few examples which I was able to find. It is very great to see so many women in the industry, definitely a lot more than I had initially thought. I think their work is capable of break down gender barriers in the industry.

      Kind regards,

      Rosa 🙂

      1. Iesha Roberts Avatar
        Iesha Roberts

        Hi Rosa!

        Thanks for the reply! I’m glad that between us we were able to find a few more examples of non hypersexualised characters, decent community, and quite a few more prominent women working in the industry! It’s a bit of a hope spot, but that’s definitely not to minimize the issues still facing the industry — one need only look at Blizzard for a pretty extreme example, as Yiyun pointed out.

        Cheers!

  4. E.Appadoo1 Avatar
    E.Appadoo1

    Hi Rosalie,

    Your paper has been quite insightful, you have offered perspectives that I have been unable to consider in my paper. Misogyny has been impacting women for far too long and I hope that we can strive towards an inclusive and safe gaming community. The fact that women make up a half of video game consumers yet there are very few that are involved in the gaming industry was quite shocking to me. Furthermore, I invite you to take a look at my paper as I have handled the same topic but from a professional perspective.

    Regards,
    Elijah

    1. Rosalie.Heta Avatar
      Rosalie.Heta

      Hi Elijah,

      Thank you for reading my paper and sharing some kind words about it and showing me your perspective, which is similar to mine. Misogyny definitely has been an issue in the gaming industry for an overdue amount of time, I agree with you there. And I do also believe that it is time for change. As I have previously been shown in other comments, there is glimmers of hope through female characters that aren’t hypersexualised and women doing outstanding things in the industry currently. This makes me hopeful, but I do feel it’ll take some real social change for there to be any ‘real’ change in the gaming industry.

      I would be happy to read your paper and learn more about your perspective. Could you please link it or share the title and I’ll gladly take a look?

      Kind regards,

      Rosa 🙂

  5. caesar.al-samarrie Avatar

    Hi Rosalie,

    Your paper was interesting and insightful. You highlighted the unfair challenges that female gamers have to endure constantly. I teach and have taught many primary/high school female gamers. Your example about Mario saving the princess gave me another perspective on gender stereotypes and gender equality. I am sure that there are many more. I will use this example in my game design and cyberbullying units. As a gamer, I usually think about something other than the game designer’s intent or context. I look for design, accessibility, and aesthetic features. I also play video games for social and enjoyment purposes. Now I will remember these issues when I play different types of video games. Do you have any advice for my female students about this topic that I can share with them?

    Thanks,

    Caesar

    1. Rosalie Heta Avatar
      Rosalie Heta

      Hello Caesar,

      Thanks for your comment on my paper. I am really glad that you found it insightful and grateful that you plan to incorporate some of these ideas into the teaching of female students.

      Here are a few pieces of advice that I would offer up. Be confident, and stand your ground, don’t let anyone define you based off of gender. Find a community that is supportive to female players, to ensure that you will be encouraged. Finally, speak out against gender stereotypes and unfair treatment.

      Thanks again for taking the time to read my paper.

      Kind Regards,

      Rosa 🙂

  6. Ishan.Thanasekaran Avatar
    Ishan.Thanasekaran

    Hi Rosalie,

    Amazing read, I wouldn’t have thought majorly about the issues female gamers face. It is a common known issue but not widely spoken about so it was nice to see someone talk about it. I was wondering what are your thoughts on some female streamers, trying to attract male attention for views? (I’m trying my best to make this not sound really bad)

    Ishan

    1. Rosalie Heta Avatar
      Rosalie Heta

      Hey Ishan,

      Thanks so much for taking the time to read my paper.

      Personally I think it is because of society. As it is already a sexist environment within the industry women are forced to conform to generate followers/gain respect. It is really sad to see because in this circumstance they really should be judged based off of their gaming ability rather than from features that would attract a male audience. Also women should be allowed to dress/act anyway they please without assuming that they are trying to attract male attention, although I am well aware that this is common. Despite all of this I do think it is smart because realistically it does help women be financially happy. What are your thoughts on female streamers trying to attract male attention.

      Kind regards,

      Rosa 🙂

  7. Ajeng.Wulandari Avatar
    Ajeng.Wulandari

    Hey Rosalie,

    This is such an interesting topic to raise in the gaming community! I am a gamer myself, and I have been treated with such toxic behaviour by male gamers, as I have also been segregated from certain multiplayer online games just because I am a woman. You have made an interesting point on the negative impacts of this behaviour on female gamers’ mental health and well-being, as well as the lack of inclusivity and diversity in the industry!

    In that case, what steps can the gaming industry take to address the lack of inclusivity and diversity while promoting a safe and welcoming environment for all players, regardless of gender and other factors? How can game developers ensure that their games do not perpetuate harmful stereotypes or negative portrayals of women? Therefore, is it fair to blame the gaming industry for perpetuating these issues in the first place? And shouldn’t the responsibility lie within individual players and their behaviour rather than the industry as a whole? Lastly, do you think we need to start educating young gamers so they would not treat women the same as they age?

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