background: valorant team 'Shopify Rebellion' winning the game changers tournament in 2023.

Redefining Representation: Women and the LGBTQIA community in Gaming and Esports.

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INTRODUCTION

Many of us have been forced by COVID-19 to reflect on the value of communities, which is why there are now a plethora of online communities that aren’t only for gamers! Going back to the word’s origin, one of the fundamental ideas of sociology and the human sciences is “community.” It is also a contentious subject that will inevitably bring the researchers into political arguments around what defines a “good life,” what makes an “ideal society,” or what is wrong with the way society is developing today. Since video games are a similarly contentious phenomenon, the idea of “gaming communities” comes up for discussion and is fraught with conflict on many levels (Kowert and Thorsten Quandt, 2015).

 

Both Taylor (2015) and Witkowski (2012) have understood the term “eSports” (electronic sports) to be a growingly popular kind of structured, professional, and competitive computer/video game play. Hutchins (2008) suggests that the rise of esports has on the one hand, caused the divisions between sports, media, and digital communication technologies to become less fixed. Conversely, new forms of gaming and communication offer esports participants new ways to create experiences and solidify identities that cross gaming and social domains. This allows players to participate in seemingly democratic and multimodal forms of social/virtual interaction, blurring the lines between producer and consumer—sometimes referred to as “prosumer”—and to become “players and fans.” Players participate in creating their own social realities and personal/social identities as player-consumers within this web by exchanging in-game experiences, providing emotional and social support for different teams and off-line competitive tournaments, and converting passion into concrete consumption behaviours in and through social media and streaming services (Xue, Newman and Du, 2019).

 

In the world of gaming and esports, a landscape often characterised by virtual battlefields and digital accomplishments in the form of high ranks in a game, it sits idly co-existing with the continuous imbalance – a gender disparity that pervades the very fabric of these domains. Women and individuals from marginalised communities (LGBTQIA+) navigate the gaming space rooted in a tradition of male dominance, where systemic barriers continue to hinder their participation and recognition to the degree in which their male counterparts get praised and recognised. While it may be enticing to consider modern esports as a beacon of inclusivity and progressive values, the reality exposes a stark contrast – the landscape flawed by the inescapable gender disparities and marginalisation.

 

Stepping away from the field of negativity, to shed light on the growing visibility of female and LGBTQIA+ personalities who leverage their platforms to advocate for change and empower fellow female gamers. Figures like Christine Chi, a former professional Counter Strike (CS) player for SK (Schroet Kommando) Ladies turned VALORANT Coach for the VALORANT Champions 2023 winner Evil Geniuses, exemplify the status quo, using her influence and platform to encourage women worldwide to embrace gaming and not to settle for less. As Chi herself eloquently stated, “There are some women out there right now, some girls who could be 17 years old, they could be the exception [referring to competing in the higher tiers of CS professional scene] they might be good and it’s my responsibility to allow these women to be inspired to understand that they have what it takes to take it to the next level” (Chi, 2015).

 

Fewer games depict queerness; they are frequently highly marginalised, stereotyped, and the source of controversy in the larger gaming community. This is in an industry where games about aliens, magic, and sentient weapons are seen as the “norm.”  Some voices oppose LGBTQ+ representation in any form, arguing that it is coerced, politically manipulative, and amounts to “shoving your beliefs down my throat.” Látal (2022) expresses that There are many negative comments mixed in with a generally accepting view of queer representation in the gaming business. Although every group under investigation acknowledges the presence of queerness in gaming and larger culture, they all emphasise that, depending on their theoretical framework, the portrayal is frequently done in highly problematic ways. Many representations of the queer community are viewed as token gestures, attempts to pacify the Western demand for inclusivity without upsetting the markets. All the concerned parties stress the value of believable characters and their complexity, which have the power to dispel any preconceived notions about the subject.

 

DISCUSSION

The position of women in Esports:

The esports industry still has a glaringly low representation of women. Even though esports are becoming a worldwide sensation and have reached viewership heights of over 470 million, with over 100 million more expected in the next two years (Gough, 2021), Women continue to be underrepresented in major esports league organisation and competition. About 35% of esports players are female, and the majority of them compete in smaller teams and community events (Rogstad, 2021). According to an article by Hilbert (2019), they estimate that only 5% of competitor at the highest level of play being women. In addition to being subjected to pressure to be role models for other girls and women, women who have gained some notoriety in the gaming community are also more likely to become victims of harassment (Kuznekoff and Rose, 2012). This harassment typically takes the form of unwanted sexual attention from male players or verbal abuse during online gaming sessions. As detailed by Krämer and Wolf (2022), a limited number of women enter the world of esports as competitors, presenters, or hosts. Since most study on women in gaming focuses on casual players and how people see women in the industry rather than the experiences of accomplished female gamers. According to prior studies (Jenson & de Castell 2011: 175), there are no discernible gender disparities when boys and girls have equal opportunities to play video games. This suggests that societal norms that perpetuate the idea that gaming is just for men are the source of skill differences. According to prior studies (Jenson & de Castell 2011: 175), there are no discernible gender disparities when boys and girls have equal opportunities to play video games. This suggests that societal norms that perpetuate the idea that gaming is just for men are the source of skill differences.

 

The term “Hegemonic Masculinity” was coined by T.L. Taylor, it refers to the configuration of gender practice which embodies the currently accepted answer to the problem of the legitimacy of patriarchy, which guarantees (or is taken to guarantee) the dominant position of men and the subordination of women (Taylor, 2015). In the realm of esports, meritocracy is characterised by the fact that spots on elite teams are awarded exclusively to players based on their own abilities and competitive spirit, regardless of their gender, identity, or cultural origin (Siutila and Havaste, 2019). Hegemonic masculinity falls under the Meritocracy of Esports, alongside ‘geek’ or ‘fragile masculinity’. Meritocracy can harness the toxicity that the esports industry releases, ‘toxic meritocracy’ refers to the reality that esports’ meritocracy wilfully ignores women and marginalised communities, refuses to acknowledge the detrimental effects it has on these groups and their communities, and perpetuates the myth that men are better at gaming than women, which explains why there are fewer women in professional gaming (Friman & Ruotsalainen 2022: 139; Taylor & Stout 2020: 453). Women are therefore not given the same opportunities to demonstrate their ability because of the added difficulties and structural and societal constraints based solely on their gender.

 

The sexualisation of women in gaming:

Lara Croft, one of the most, if not, the most iconic female video game icon of our lifetime fights her way through jungles and ruins – while sporting skimpy clothes or a bikini. Chun Li, another nostalgic character adored by many, me included, has suffered at the hands of sexualisation. As a child, I was infatuated with how Chun Li was a fearless fighter in the Street Fighter game series, I fear that my male family friends had a different reason to be infatuated with her. From the snarky remarks and the objectification of a female video game character riddled me with discomfort even as a child. As discussed by Lopez-Fernandez et al., (2019) video games often feature sexualized content and are linked to stereotypically masculine traits like being excessively aggressive. It seems that female gamers need coping mechanisms to deal with harassment. The elements that women search for in video games are different and aren’t typically included in game designs, which limits their potential. For example, the overly sexualized and exaggerated portrayal of women in avatars can cause social comparisons, lower self-esteem, sadness, and other negative effects on wellbeing. Generally, although making up half of the gaming population, women still face barriers when it comes to enjoying video games. 

Underrepresentation of the LGBTQIA community:

According to research by the US advocacy group Gay and Lesbian Alliance Against Defamation (Glaad), video games still lag behind their film and TV equivalents in terms of queer representation. According to research of players residing in the US, 17% of them identify as LGBTQ+. This is 10% higher than the percentage of the US general population that is believed to be LGBT+, and it represents a considerable increase from the 10% discovered in a 2020 Nielsen Games study (MacDonald, 2024). In comparison, there are just 2% of games with an out LGBTQ+ character. The report also details the opinions of players when it comes to the inclusion of LGBTQ main characters. Detailed by Mejeur and Ho (2022), it has been demonstrated that, within the framework of all video game characters published between 1985 and 2020, the majority of LGBTQ characters were cisgender men and/or white. Despite the fact that games allow players to be whoever they want to be, the industry has remained committed to using extremely limited alternatives for depiction.

 

Due to the hostile nature of social media where the voices of the discriminatory are loud and overshadow the voices of those who celebrate the diversity in gaming, it is easy to misconstrue the overall opinion of the player base. On the 24th of March, the popular Riot FPS (first person shooter) game, VALORANT, released a new in game character named Clove which sent the community into a divide. Players have reacted negatively and intolerantly, or positively and enthusiastically. The same trite arguments that we’ve heard time and time again from players who can’t accept that VALORANT or other video games have a non-binary character are, “Keep gender identities out of video games,” and “Who cares about being represented in a game?” Some are not happy that Riot decided to prioritise creating a non-binary agent above things they would have preferred to see changed or added. In any case, these kinds of remarks demonstrate that the VALORANT community’s poisonous atmosphere extends far beyond merely calling someone out for bad gameplay, and it continues to be a major problem for marginalised and non-binary individuals who simply want to enjoy the game without interference (Iwamasa, 2024).

 

CONCLUSION

With an emphasis on the experiences of women and people from marginalised communities, this article has illuminated the widespread gender inequities, marginalisation, and hyper sexualisation that exist within the gaming and esports industries. Despite the increasing popularity and skill in esports, women still face several obstacles, such as negative preconceptions, undervaluation, and being disregarded. In view of the pervasiveness of sexualized content in video games and the underrepresentation of women in esports, there is an immediate need for increased inclusivity and diversity in the industry.

 

Despite these challenges, there are glimpses of progress, with female and LGBTQIA+ personalities leveraging their platforms to advocate for change and empower fellow gamers. Figures like Christine Chi exemplify the potential for positive impact within the gaming community, inspiring women worldwide to embrace gaming and challenge discriminatory norms. However, the road to inclusivity and acceptance remains long, as evidenced by the ongoing hostility and discrimination faced by marginalized individuals within gaming communities. To fully fulfil its promise as a friendly and inclusive community for everyone, the gaming and esports business must work together.

Paper written by Sophia Francesca Mangat.

 


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Comments

17 responses to “Redefining Representation: Women and the LGBTQIA community in Gaming and Esports.”

  1. Poppy_Hornby Avatar
    Poppy_Hornby

    Hello Sophia,

    I love the topic you have chosen for your conference paper; it is very interesting and unique.
    It is very lovely to hear other students discussing the lack of queer representation; I discuss similar issues in my conference paper, although from the perspective of film and TV.
    As mentioned in your paper, you discuss that queer representation within the online gaming world is even lower than in the film and TV industry, and I find this very disappointing.
    The discussions of the sexualisation of female characters and gamers is a very important topic as well, it is appalling to see that women are still characterised as “objects” of “fantasies.” I strongly agree with you that this needs to change, as the consequences for women that you mentioned, such as low self-esteem, are damaging. It is saddening to hear the discomfort you felt around this, even as a child; I hope this changes for the future generation of female gamers.
    I would appreciate if you read my conference paper as I think you would enjoy it.
    https://networkconference.netstudies.org/2024/uncategorized/3850/tiktok-fan-edits-of-netflix-series-heartstopper-has-created-an-online-community-within-the-comment-section-for-lgbtq-people-to-discuss-the-importance-of-queer-representation/

    – Poppy

    1. pichie Avatar
      pichie

      Hey there Poppy!

      I appreciate the time you took to read my paper! As you said, It is quite disappointing that the queer representation is severely underrepresented in both the film, tv and gaming industry. I too hope that as time goes on and more women and individuals within the queer community continue to stand up for what is right and speak out about the injustices they face!

      I look forward to reading your paper. Thank you again for reading mine!

  2. UwUgang Avatar
    UwUgang

    Hello Sophia,

    I’m glad to see you found your topic for this conference!

    Anyway, there is nothing much I can add to this thesis as you perfectly summed up my thoughts, especially on representation in video games. I find it rather disappointing that the majority of the gaming population feels the need to downplay the voices of minorities or be outright toxic.

    I remember one case, where a black gamer jokingly mentionned that there is not enough black haircuts for character customizations, that he still enjoyed the game with or without that detail, and that it would be nice to see more than the average afro and buzzcuts. Only a simple suggestion that lot of black gamers could relate to. The backlash he received was out of this world and made me realize how far we are from a truly cohesive society, where everyone would respect everyone without judgement.

    But I’m getting away from the topic so, where do you think such toxicity against women and minorities comes from? And why would gamers turn simple topics such as acceptance and inclusivity controversial? Because as a POC gamer myself, it’s pretty sad to be honest.

    1. pichie Avatar
      pichie

      Hey there!

      Thank you for your kind words about my thesis! I also want to thank you for helping me find my stream during the early days of me writing my paper, I appreciated the help. I do also recall that specific case about the black gamer who merely commented on the lack of diversity in regards to black hairstyles and haircuts for character customisation. I unfortunately could not find his username or social media platforms to reference in my response.

      However, to answer your question, the toxicity expereinced by women and minortities in gaming is rooted in internalised sexism, socio-cultural factors and psychological factors. Historically speaking, gaming has traditionally been heavily reagarded and perceived as a male-dominated space evident in early marketing strategies from gaming companies such as Blizzard and Riot Games. From the socio-cultural standpoint, Expectations that women should only play specific roles in games (ie., healer/healing based characters) constitute a large portion of the toxic behavior directed toward women in games, as seen by remarks made in gaming communities. This is particularly harmful to women because, when they choose these “preapproved” roles in video games—support roles or female characters, in particular—they face verbal abuse and other forms of toxicity. If they choose to leave these “permitted” roles because they don’t “know their place,” they also face verbal abuse and other forms of toxicity. The psychological factor for the increased participation in toxic activity within the gaming scene is due to a phenomenon called Dissociative Anonymity. This is defined as the degree to which an individual perceives that they can hide or change their true identity in the online environment (Cheung et al., 2020; Suler, 2004). This is a huge factor to the online toxcitiy experienced by both women and minorities alike; Gamers frequently threaten, humiliate, berate, and threaten people without thinking about the consequences. Because they can separate their bad behavior from who they really are, gamers frequently act toxically. As a result, the dissociative anonymity can facilitate the continuation of this toxic behaviour. Being a POC female gamer myself, I do expereince the toxicity and harassment almost every single game I play that requires you to talk to teammates (e.g., Valorant and Overwatch).

      To address your second point, I have tried to do research if there were any academic studies conducted regarding the negative visceral reaction from individuals who take mundane topics such as acceptance and inclusivity and skew them to be controversial “hot takes”. If I may, I will answer truthfully with my own two cents. I think there are two reasons why people have this kind of reaction – lack of understanding and fear of change. Some players might not realize how important it is to be accepting and inclusive of others, or they might not realize how much marginalized groups in gaming communities face discrimination and exclusion. This could be from internalised biases and misinformation fed to them by other external factors. A fear of change can also be the root of resistance to measures promoting inclusivity and acceptance. The thought of their gaming environments changing to become more welcoming may make some players uneasy, particularly if it goes against their preexisting attitudes or habits.

      I hope this helped to answer your queries! Below you can find the articles I used to assist me in answering your questions:
      Belskie, M., Zhang, H., & Hemminger, B. M. (2023). Measuring toxicity toward Women in Game-Based Communities. Journal of Electronic Gaming and Esports, 1(1). https://doi.org/10.1123/jege.2022-0035

      Fu, D. & Center Staff. (n.d.). A look at gaming culture and gaming related problems: from a gamer’s perspective. In Center Report [Report]. https://smhp.psych.ucla.edu/pdfdocs/gaming.pdf

      Jones, N. (2024, April 26). Minorities are still facing harassment in gaming spaces — The Lamron. The Lamron. https://www.thelamron.com/opinion/minorities-are-still-facing-harassment-in-gaming-spaces#:~:text=The%20real%20issue%20with%20this,women%20in%20their%20own%20lives.

      Mueller-Coyne, J., Voss, C., & Turner, K. (2022). The impact of loneliness on the six dimensions of online disinhibition. Computers in Human Behavior Reports, 5, 100169. https://doi.org/10.1016/j.chbr.2022.100169

  3. Neelen Murday Avatar
    Neelen Murday

    Representation and inclusivity in the gaming and esports industries is a crucial topic that continues to spark important discussions. It is essential to address the gender disparities, marginalization of women and LGBTQIA+ individuals, and the overall lack of diversity in these sectors. By promoting inclusivity and diversity, the gaming and esports industries can create a more welcoming and equitable environment for all participants. The article’s exploration of these issues provides valuable insights and underscores the need for ongoing efforts to foster a more inclusive gaming community.

  4. El Ashcroft Avatar
    El Ashcroft

    Interesting read. Sadly, the esports and gaming world sounds much like the offline world where women and LGBTQ+ people are harassed and underrepresented in sports. Is it possible though, that the esports and gaming world is possibly worse though because people feel freer when they’re hiding behind a screen?

    I found your discussion about VALORANT interesting. The screams of “Keep gender identities out of video games,” and “Who cares about being represented in a game?” made me wonder – what would these people say if their identities weren’t represented in a game?

    I was glad to read in your conclusion that you think there are glimpses of progress. The optimist in me hopes that equality in the online and offline worlds isn’t too far away.

    If you wouldn’t mind could you take a look at my paper? https://networkconference.netstudies.org/2024/onsc/3578/how-yes-and-no-supporters-used-social-media-to-influence-the-indigenous-voice-to-parliament-vote/

    1. pichie Avatar
      pichie

      Hi El!

      I’m glad you found my paper to be an interesting read, I’ve been quite passionate about this topic throughout my childhood and early teen years and I have now been given an outlet to discuss this on-going issue within the gaming community. You’ve brought up an extremely interesting point “what would these people say if their identities weren’t represented in a game?”. The criticism of gender representation in video games frequently ignores how vital inclusion and representation are to media. Studies regularly show how representation has a significant impact on people’s sense of self-worth, identity, and belonging. People’s identities and experiences are validated when they encounter good representations of themselves in the media. On the other hand, sentiments of marginalization and exclusion may be exacerbated by the absence of or inaccurate portrayal of particular identities. Consequently, people who downplay the importance of representation in video games could not understand the benefits of having their identities accurately portrayed as well as the harm that results from others’ lack of representation. I believe that Everybody should be able to see an accurate and positive representation of themselves in a fair and welcoming gaming environment.

      Again, thank you for your time in reading my paper I am looking forward to read about yours!

  5. Tiaan Avatar
    Tiaan

    Hi Sophia,

    This has been my favorite article to read so far! You’ve so eloquently brought attention to such a pressing issue in the gaming community. It’s ironic that for an industry that relies on the rapid progression of technologies and concepts to thrive, that the communities who follow them are so seemingly, unwilling to adopt a socially progressive mindset. Furthermore, it shouldn’t even be considered “progressive” to simply treat women as equals, that should be a societal standard. The point where you drew attention to the fact that the subject matter of video games are so often focused around a minority group, really stuck with me. It’s insane that certain men are all for social inclusion when it appears in a source of fiction, and yet that doesn’t translate to real-world behavior. I too feel grateful for female influencers becoming more prominent, and that more continue to speak on the issue. Thanks again for such an insightful read.

    1. pichie Avatar
      pichie

      Hello Tiaan!

      First off, Thank you so much for your kind words! I am so honoured that my paper is considered to be one of your favourite reads – it means alot! You have nailed every single point and issue that I’ve brought up in my paper. As you stated, simply treating women as equals or with decent respect should not be labelled as “progession” rather it should be the societal standard. In the gaming industry, I hope to see more female influencers and LGBTQIA+ influencers utilize their platform to speak out against internalized misogyny and bigotry toward minority communities.

  6. SarahW Avatar
    SarahW

    What an interesting paper, thank you Sophia.

    I have to admit that despite being an openly gay woman, I am far from a gamer, and had never considered that LGBTQIA+ people are underrepresented in the video game industry.

    I have a couple of questions I’m hoping you can answer for me.

    Are there any notable success stories or case studies demonstrating the positive impact of advocacy efforts by LGBTQIA+ personalities within the gaming community? And how can research findings on gender representation and inclusivity in gaming be translated into actionable steps for industry stakeholders and policymakers?

    Many thanks

    Sarah

    1. pichie Avatar
      pichie

      Hi Sarah,

      Thank you for your time with reading my paper. I will answer your queries to the best of my abilities!

      Unfortunately, there has not been sufficient studies conducted to measure the positive impact of the advocacy efforts by specific LGBTQIA+ personalities, however, there have been notable success stories with LGBTQIA+ advocacy within the gaming community. GLAAD (the Gay & Lesbian Alliance Against Defamation) is a United States non-gvernmental media monitoring organisation founded by LGBT people in the media. GLAAD annually hosts their Media Awards to recognise outstanding LGBTQIA+ representation in various media, not limited to video games and gaming alone. The awards honor games that authentically and positively portray LGBTQIA+ characters and plots, promoting more inclusive storytelling in the gaming industry. Another nonprofit organisation that has launched initiatives to support LGBTQIA+ gamers is ‘The Trevor Project’ – it is an organisation dedicated to sucidie prevention among LGBTQIA+ youth. They have launched various initiatives to support LGBTQIA+ gamers and promote inclusivity within gaming communities. They advocate for LGBTQIA+ visibility in games and have partnered with gaming firms to provide mental health tools specifically for gamers.

      Addressing your second point, Policymakers and industry stakeholders can use research findings on gender representation and diversity in gaming to inform their policies and actions. The two main actionable steps that I think should be prioritised are the support of representation inititatives and investing in resarch and data collection. Regarding my first point Publishers and developers of video games should take proactive steps to encourage projects that advance diversity and gender representation in the industry. This may entail collaborating with advocacy groups, providing financing for initiatives that showcase a range of perspectives and experiences, and bringing underrepresented groups’ input into the game production process. As most research and academic studies don’t properly acknowledge the positive impacts of advocacy efforts of the queer communitiy, I believe that its beneficial that in order to gain a deeper understanding of the effects of inclusion and gender representation in gaming, policymakers and industry stakeholders can fund research and data collection initiatives. This may entail providing financing for scholarly research, polls, and data gathering projects that look at the gaming interests and experiences of various demographics.

      Many thanks again for reading my paper, Sarah! The articles below is what I utilised to assist me in anwering your questions.
      GLAAD. (2024, January 23). 34th Annual GLAAD Media Awards | GLAAD. GLAAD | GLAAD Rewrites the Script for LGBTQ Acceptance. https://glaad.org/mediaawards/34/

      Strauss, P., Morgan, H., Toussaint, D. W., Lin, A., Winter, S., & Perry, Y. (2019). Trans and gender diverse young people’s attitudes towards game-based digital mental health interventions: A qualitative investigation. Internet Interventions, 18, 100280. https://doi.org/10.1016/j.invent.2019.100280

      The Gay and Lesbian Alliance Against Defamation (GLAAD). (n.d.). The Library of Congress. https://www.loc.gov/item/lcwaN0009215/#:~:text=%22GLAAD%20(formerly%20the%20Gay%20%26,LGBT%20people%20in%20the%20media.

      The Trevor Project. (2024, May 8). The Trevor Project – Suicide Prevention for LGBTQ+ Young people. https://www.thetrevorproject.org/

  7. Mathew.C Avatar
    Mathew.C

    Hey Pichie,

    I’m just going to start by stating the obvious, excellent paper! I sat here for a bit trying to figure out how to even start commenting on your paper as I was struggling to succinctly find and summarise my thoughts – so I figured the best way to proceed was to just start writing in hopes that it all makes sense in the end!

    Your paper does a great job at piecing together and exploring many very real issues which unfortunately continue to plague modern gaming at its varying levels, across all platforms, and in its various formats.

    Having been an avid gamer myself for as long as I can remember, I was fortunate to personally find it as a ‘mostly’ safe space and a means to escape into newfound worlds of fantasy and endless possibility. Over the years, I have witnessed the vitriol directed at women and members of the LGBTQIA+ community and have done the most I can to ensure this was called out and removed from the online gaming spaces I occupied. Still, it isn’t enough, and I find it bewildering why some would still choose to befriend or ally with individuals who perpetrate and participate in that kind of abhorrent behaviour, and how such intolerant and divisive behaviours continue to persist, especially in mainstream circles.

    In all my years of gaming, I also had to do the tedious work of finding the right environments or curating and moderating guilds, teams and communities to ensure they are inclusive and understanding. Though it took a lot of time and effort, I acknowledge and accept that my journey was leagues easier than anyone outside my demographic.

    As you mentioned, it’s great to see more studios and publishers getting behind the representation train. Creating and including characters in new fantasy worlds and games is incredibly important as it helps connect and engage with a more realistic representation of their broad and diverse player-base. Enabling players to create or customise in-game avatars/characters which are finally representative of their individual self goes a long way with supporting player immersion, and represents to every player that they are seen, they are present in this universe and their inclusion in this game matters to the developers. I acknowledge these are steps in the right direction, and I would certainly hope for all studios (big and small) to adopt these standards moving forward. I would especially like to see larger studios put their money where their mouth is, and adequately fund the development and enforcement of new initiatives to meaningfully safeguard their player base from the toxicity and vitriol so prevalent in many of today’s games.

    While representation and the promotion for stricter roles to promote safer spaces is an ongoing campaign in much of the gaming space, it is unfortunately a slow and steady battle which is gaining ground over time. Hopefully through an increasing prevalence in social influencers from minority and diverse backgrounds, they can help shift the tempo of this charge and together we can all enact change much sooner, rather than later.

    I can also recommend another great paper you may be interested in, by Katt Jones, titled “Dungeons & Identity Crisis: How TRPGs Can Shape Identity and Sense of Community” which explores the evolution of the tabletop RPG community over the years and its rise to popularity, social change, and newfound representation throughout the community and the core of many tabletop RPG universes. Link: https://networkconference.netstudies.org/2024/ioa/3695/dungeons-identity-crisis-how-trpgs-can-shape-identity-and-sense-of-community/

    All the best,

    Mat

    1. pichie Avatar
      pichie

      Hi there Mat!

      Thank you so much for your kind words! I truly appreciate it.

      Your response is deeply insightful and resonates with many experiences shared by gamers from diverse backgrounds. I appreciate your thoughtful reflections on the pervasive issues of toxicity and exclusion within gaming communities and your efforts to combat them. Your own experience as a die-hard gamer brings to light the paradox between using gaming as an escape from reality and the unpleasant reality of running into bigotry and discrimination in gaming environments. It shows a great commitment to creating inclusive and secure environments for all gamers that you are willing to call out and remove such behavior.

      About how important representation is in gaming, I completely agree with your thoughts. Apart from improving player immersion, the presence of varied characters and customization possibilities also serves to legitimize the identities of marginalized individuals within the gaming community. It is encouraging to see more studios adopting these values, and I agree with you that more funding should be allocated to programs that fight toxicity and advance diversity.

      It’s very moving that you recommend elevating the voices of social influencers from varied and minority backgrounds. By enabling these influencers, we can quicken the speed of transformation and cooperate to create a gaming environment that is more welcoming to everybody.

      Thank you for recommending the paper by Katt Jones. I will certainly explore it further as it appears to offer valuable insights into the evolution of tabletop RPG communities and their contributions to social change and representation.

  8. kyoviitzu Avatar
    kyoviitzu

    Hi Sophia!

    I absolutely loved reading your paper. I’m glad you have written around this topic as I have also experienced this while gaming. I do find it disappointing that this is occurring in a place where individuals seek for fun and enjoyment. Hopefully this issue will die down overtime which makes me ask; How will this problem get smaller? Will this continue forever?

    Thank you!
    Veronika

    1. pichie Avatar
      pichie

      Hey Veronika!

      Thank you for giving my paper love! I also thank you for your insightful response, It’s heartening to hear that you resonated with the topic of my paper, as it underscores the importance of addressing the pervasive issues of toxicity and exclusion within gaming communities.While it’s disappointing that such behavior persists in spaces meant for fun and enjoyment, your optimism about the issue eventually diminishing over time is understandable. In order for this problem to get “smaller”, it requires proactive efforts from all members of the gaming community to hold themselves and others accountable for their actions.

      Reform within the community, coupled with accountability measures for gamers and gaming influencers, is essential in combatting toxicity and fostering a more inclusive environment. This may involve implementing and enforcing codes of conduct, promoting empathy and respect through education and awareness campaigns, and actively supporting initiatives that promote diversity and representation in gaming.

      We can build a welcoming, respectful, and valued gaming community if we all work together to achieve these objectives. I want to thank you once more for reading my article.

  9. Alan Donovan Avatar
    Alan Donovan

    Hi Sophia,

    I enjoyed your discussion of gender dynamics and representation in the gaming and esports industries. The difficulties that women and LGBTQIA+ people have in these settings are deftly highlighted in your research, with special attention paid to the perpetuation of gender inequality and the effects of hyper-sexualisation on player experiences.

    Some of the topics covered in another conference paper by Katt Jones’s on TRPGs and queer identity are also present in your examination of how esports affect identity and community. These papers shed light on how gaming platforms can either act as transformative spaces for identity development and community building, or they might reinforce traditional prejudices. The similarities between TRPGs and esports as platforms for deep social engagement and individual expression are intriguing, even though there are differences in terms of acceptance and inclusivity.

    https://networkconference.netstudies.org/2024/ioa/3695/dungeons-identity-crisis-how-trpgs-can-shape-identity-and-sense-of-community/

    You highlight in your discussion the advocates and role models for diversity in gaming, such as Christine Chi. Could you elaborate on the ways in which these individuals negotiate and impact the larger industry culture, specifically regarding policy modifications or community involvement programs?

    Research by Shaw (2012), who examines how video game culture and the industry perpetuate exclusion and inequality, not only in game content but also in the workplace and player communities, presents an insight that is in line with your discussion. This supports what you said about the need for proactive inclusiveness initiatives.

    Shaw, A. (2012). Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, 14(1), 28–44. https://doi.org/10.1177/1461444811410394

    While gaming communities present special chances for identity exploration and social interaction, your paper and Katt’s research both indicate that these communities also mirror larger societal problems that call for coordinated efforts to resolve. Important considerations regarding how digital cultures shape our perceptions of ourselves and society are brought up by the relationship between gender and queer identity and gaming.

    In addition, I would really appreciate it if you could fill out a short survey that is provided in my paper’s comments section – “The Psychological Impact of Social Media on Introverts”. It only takes a minute or so to complete, and I would like to discuss with you about your findings and opinions regarding the issues raised.

    https://networkconference.netstudies.org/2024/csm/3489/the-psychological-impact-of-social-media-on-introverts/

    Alan.

    1. pichie Avatar
      pichie

      Hey Alan,

      Thank you for your thoughtful response to my paper. I’m happy to hear that the conversation about gender dynamics and representation in the esports and gaming sectors was both interesting and educational. Your observations about the difficulties women and LGBTQIA+ people encounter in these situations highlight how critical it is to talk about these problems within the gaming community.

      I value the connection to Katt Jones’s paper on queer identity and TRPGs since it offers insightful comparisons to the topics I’ve been researching. The analysis of gaming platforms as venues for community building and identity formation strikes a deep chord, recognizing the transformational power of gaming experiences while also pointing out the persistence of conventional preconceptions.

      Regarding the role of advocates and role models for diversity in gaming, such as Christine Chi, their impact on industry culture is multifaceted. Advocates like Christine Chi influence the gaming industry culture by advocating for policy changes and community involvement programs. They push for diversity initiatives within companies, such as inclusive hiring practices and representation guidelines. Additionally, they organize events (VALORANT Game Changers) and panels (GaymerX Convention and GLAAD Media Awards) to foster inclusivity within gaming communities, providing platforms for marginalized voices. As visible role models, they inspire others to pursue gaming careers and challenge stereotypes. Overall, these advocates play a vital role in creating a more inclusive and representative gaming environment through their efforts in policy advocacy, community engagement, and representation.

      Here is the link to the events, panels and conventions I have mentioned above:
      GLAAD. (2024, January 23). 34th Annual GLAAD Media Awards | GLAAD. GLAAD | GLAAD Rewrites the Script for LGBTQ Acceptance. https://glaad.org/mediaawards/34/

      Kaitchuck, K. (n.d.). News – GaymerX: Everyone Games. https://gaymerx.org/news

      Rozelle, W. “. (2021, February 23). VCT GAME CHANGERS. Riot Games. https://playvalorant.com/en-us/news/esports/vct-game-changers/

      Unfortunately, I don’t think I will be able to fully discuss my findings and opinions with you during this stream. However, I am more than happy to converse via another platform so I can share my thoughts with you! Thank you again for your engagement with my paper, and I look forward to further discussions on these important topics.

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