Skip to content

Identity and Advocacy in Gaming: How Video Games Reflect and Reinforce Gender Inequality


Abstract

This paper explores video games as important platforms to explore and advocate identity through reflections of social systems which control women’s bodies and autonomy. It also examines gaming space gender dynamics through research on female gaming experiences in sexism and harassment while showing how computer game networks simultaneously advance gender equal rights and support discrimination against women. A full investigation of these social dynamics and their relationship with gaming advocacy movement reveals how digital activism works to prevent gender inequality in gaming communities and beyond.

This paper demonstrates how internet advocacy within virtual communities’ shapes social transformations by showing the building and presentation of identities alongside identity conflicts primarily on Twitch.

  1. Introduction

Research conducted by ADL (2020) revealed that women gamers diagnosed with harassment at a rate of 59% during gameplay since they encounter various forms of sexist abuse and violent threats. This statistic also demonstrates how extensive toxic behavior remains for women in gaming communities while showing the wider gender inequality problems in society.

Video games exist beyond entertainment purposes, they function as areas where people construct their identities through performance and their identities face ongoing challenges. Gaming social networks provide women with the chance to advance their interests while their communities sometimes create spaces that reinforce gender discrimination.

This paper establishes that gaming environments function as smaller examples of universal social mechanisms that dictate female body regulation and individual freedom. The way women are presented in video games and gaming environments and the efforts of online activists to combat these issues reveal important relationships between digital identity management and social transformation.

The worldwide distribution of gaming services reaches 3.1 billion players according to Newzoo (2020) which makes it an essential subject for studying digital space gender identification processes. The expansion of gaming as an entertainment platform and cultural force demands advanced knowledge about its influence on gender relations so digital community researchers can understand online advocacy movements regarding gender.

  1. Identity Construction in Gaming

2.1 Representation of Women in Games

Video games now feature advanced female characters instead of the previous practice of presenting women as helpless sexual objects. Several games today continue to propagate negative stereotypes by displaying objectifying depictions of Quiet in Metal Gear Solid V as well as restricting The Sims 4 characters to limited physical diversity (Lynch et al., 2016; Burnay, 2019).

Quiet is the perfect portrayal of gratuitous sexualization with the game’s creator attempted to justify her design of revealing outfit by claiming she breathes through her skin. The justification received widespread criticism because it appeared as a mere excuse for plain sexualization rather than authentic character design that carries weight to her character (Lynch et al., 2016).

Similarly, the female protagonists in Tomb Raider franchise, Lara Croft faces an ongoing struggle between feeling powerful and being treated as an object or eye candy for the male audiences (Gestos et al., 2018). Current rebooted versions of the character show reduced exaggeration from her launch design which reveals how the game industry evolved its handling of female character on screen representation.

These representations made in gaming software go beyond which reach past video games themselves. The research conducted by Near (2012) shows that female gamers experience body dissatisfaction after viewing sexualized female characters in video games while male players develop harmful gender stereotypes from these same depictions. The way video games represent characters leads players to develop their gender understanding both inside and outside gaming environments.

2.2 Customization and Identity

The ability to customize female characters in certain games usually focuses on exaggerated breast size and unrealistic body proportions which perpetuate damaging beauty standards according to Gestos et al. (2018). The restricted representation of various identities along with the false belief that women deserve value through appearance acts as a barrier.

The game Animal Crossing: New Horizons presents an inclusive character customization system that enables players to select any hairstyle or clothing or features without being restricted by their chosen gender. The success of games implementing inclusive character customization through examples shows that this approach is both feasible and commercially viable according to Shaw and Friesem (2016).

Games merge identity development strategies in a special way through their character customization process. During avatar creation players demonstrate their identity characteristics by either showing their authentic self or experimenting with new personality traits. Through becoming their avatars players perform acts of identity expression which turns gaming into an excellent setting to observe digital gender enactment practices. Sundén and Sveningsson (2012) maintain that gaming avatars function as performing entities which demonstrate identity but also reshape gender stereotypes either affirmatively or negatively.

  1. Challenges Facing Women in Gaming Communities

3.1 Toxic Gaming Cultures

The online gaming community shows severe intolerance toward women because 59% of female players suffer from harassment (ADL, 2020). The #GamerGate movement dedicated its efforts toward harming female gaming professionals through threatening and abusive conduct that serves as evidence of harmful gaming environments against women. Female developers and critics Zoë Quinn and Anita Sarkeesian received continuous online abuse during #GamerGate that included doxxing and death threats and rape threats according to Chess & Shaw (2015).

The toxic environment exists throughout all gaming incidents regardless of their prominence. Women encounter harassment in their everyday gaming activities because they participate in voice chat and disclose their gender. Women often choose gender-neutral usernames while also staying away from voice chat and playing with friends only to escape harassment (ADL, 2020).

The long-lasting toxic gaming communities prompt multiple issues regarding the development and identity enforcement methods within Internet communities. Many gaming communities maintain what Salter and Blodgett (2017) identify as “toxic technoculture” through which they deliberately work to prevent women and minority groups from participating by using organized harassment tactics. Exclusionary practices serve as gates to define gaming as an activity accessible only to men.

3.2 Voices Overlooked and Skills Questioned

Women experience regular dismissal and interruption when they try to speak in competitive gaming environments. The strategic discussions in team-based games such as Counter-Strike: Global Offensive and Valorant result in women players being ignored, insulted or interrupted despite providing useful information (Kou & Nardi, 2014).

The gaming abilities of women receives skepticism and rude remarks from others about their skills. The gender of female players leads males to accuse them of being inferior at games in addition to insulting them by saying they benefit from male teammates “carrying” them in the game. Women face substantial performance pressure because the stereotype “women are bad at video games” (Fox & Tang, 2017) needs to be disproven.

These stereotype threat operates in gaming environments as it does in other contexts. Women experience performance decline in video games after being exposed to negative gender stereotypes because the reminder creates anxiety and cognitive stress to disprove the stereotype. The performance-degrading impact of stereotypes leads to stereotype reinforcement according to Fox & Tang (2017).

The gaming environment reveals gender identity as a disadvantage which Gray (2020) describes as “dysconscious discrimination” that subconsciously devalues female contributions and doubts their gaming authenticity. Women must repeatedly validate their gamer identity through defensive actions because their skills and voices face constant dismissal from the gaming community.

  1. Online Advocacy and Social Change

4.1 Feminist Advocacy in Gaming 

Women together with their allies employed online platforms to create change over these difficulties. Online feminism movements now target gaming through women who reveal their harassment experiences while pushing for responsible action (Tang & Fox, 2019).

In year 2020, numerous women expose prominent gaming industry males to harassment charges that forced major companies to investigate and promise systemic changes. Social consciousness rose through collective action which exposed the deep-rooted abuse and harassment systems (Stuart 2021).

AnyKey along with other organizations has built training resources to foster gaming diversity and inclusion. Organizations pledge gamers to adopt positive behavior through their “Good Luck Have Fun” commitment and conduct investigation on structural inequalities that impact marginalized gaming communities (Shaw & Friesem, 2016).

According to Kligler-Vilenchik et al. (2020) the activities qualify as “participatory politics” due to their grassroots approach using digital media to control systems and institutions. The use of hashtags along with feminist gaming communities on digital platforms enables advocates to develop collective networks which boost individual voices until they successfully organize actions together. The networks illustrate how interaction within online communities produces activism which confronts the social construction and regulatory approaches towards gender identity in gaming communities.

4.2 Impact of Advocacy

The work has produced concrete results including diverse female characters in The Last of Us Part II and Horizon Zero Dawn and enhanced Twitch moderation policies (King, 2020).

The Last of Us Part II introduces various complex female characters whose muscular protagonist breaks traditional beauty norms. The video game industry showcases great progress through its delivery of LGBTQ+ characters and multiple body types in character design. Public disagreement did not diminish the success of this game which proved that inclusive representation delivers both commercial profits and artistic excellence (King, 2020).

Platform developers have taken action to create more potent anti-harassment protection features to address the calls for change from advocates as well as gamers. The network provider Twitch added new regulations to combat hateful conduct and enhanced their reporting features and Discord established better moderation functionalities and improved community rules. The proven fact demonstrates the importance of continuous activism for developing sustained improvements in gaming environments (Tang & Fox, 2016).

Banet-Weiser and Miltner (201) describe this success as “networked feminism” which represents feminist goals achieved through collective action on digital networks. The installation of feminist gaming advocates has enabled personal grievances about harassment to link up with systemic patterns of sexism thus creating political demands with reach across communities beyond gaming.

  1. Call to Action: Solutions for Change

5.1 In Gaming Communities

Game creators are urged to move beyond surface representation and aim towards a more profound sense of diversity. This involves hiring diverse development teams, involving marginalized groups in every aspect of game development, and building characters reflecting the full diversity of human experience (Kligler-Vilenchik et al., 2020).

It is crucial for gaming corporations to adopt effective moderation mechanisms that directly address the harassments faced by women. It requires implementing proactive moderation measures to absolve victims of all reporting responsibility, instituting sanctions truly deterring harmful behavior, and building mechanisms to detect patterns of harassment as opposed to treating each incident as an independent act (ADL, 2020).

Players are encouraged to confront situations themselves to promote a more inclusive set of community norms that include:

  1. Confronting harmful behaviors, the moment it happens
  2. Supporting creators from diverse backgrounds, no prejudices
  3. Recognizing and reflecting on how one might inadvertently act in favor of exclusionary cultures

According to Cansalvo (2012), creating a better all-round gaming experience and culture requires a collective effort and responsibility instead of placing the burden only on the victims of harassment.

5.2 Role of Advocacy Networks

Digital advocacy has proven to effectively increase awareness by creating momentum towards change. Through voice magnification by women, documentation of incidents of harassment, and network building across multiple platforms, advocates can continue working towards more diverse gaming cultures (Shaw & Friesem, 2016).

Cross-movement solidarity increases the effectiveness of advocacy actions. The interlinkages among gender advocacy in the gaming industry and broader movements to obtain gender equality enable sharing of information, convergence of resources, and greater visibility. Through this recognition of commonalities shared among different expressions of gender oppression, advocates are well positioned to create more comprehensive and effective transformational strategies (Mclean & Griffiths, 2018).

The networks in question are archetypal examples of what Castells (2015) has termed “networked social movements,” leveraging digital connectivity to battle solidified power structures. The building of decentralized yet strategically coordinated activist action has successfully created powerful networks well-equipped with consistent pressure leverage towards reform, despite counterproductive responses and criticisms faced thereby.

  1. Conclusion

This research has examined hypersexualization of female game characters as well as widespread harassment of female players in gaming groups, and how these incidents reflect and continue gender imbalances in place. These trends highlight the imperative need for change in the gaming industry, as well as cultural change more broadly.

Activists have been working to deconstructing the system that excludes women’s autonomy and self-expression in gaming spaces to make space for building more inclusive communities where anyone’s gender identity determines his, her or their legitimacy and value as a gamer. The intersections of gaming activism with broader feminist movements show how digital spaces can become true platform for impactful identity work and social change.

The cultural relevance of gaming continues to grow, confirming it as an important space where issues of gender disparity are tackled. Through promoting feminist discourse in gaming and aligning action with other initiatives working towards achieving gender parity, opportunities are opened to realize the transformative potential of gaming towards building more inclusive online spaces and societies.

The pursuit of equity in gaming stems from human interaction with the virtual world and how identity is represented, communicated, and evaluated in this space. Through more inclusive gaming cultures, we build a foundation for greater equitable engagement in all aspects of our increasingly digital world.

References

Anti-Defamation League. (2020, November 17). Free to Play? Hate, Harassment and Positive Social Experience in Online Games 2020. Www.adl.org; Anti-Defamation League. https://www.adl.org/resources/report/free-play-hate-harassment-and-positive-social-experience-online-games-2020

Banet-Weiser, S., & Miltner, K. M. (2015). #MasculinitySoFragile: culture, structure, and networked misogyny. Feminist Media Studies, 16(1), 171–174.

Burnay, J. (2019). Sexualization and Aggression Against Women: A Focus on Video Games Sexualized Characters – ProQuest. Proquest.com. https://www.proquest.com/openview/89b0b8126e73783f3653677779b6249f/1?cbl=2026366&diss=y&pq-origsite=gscholar

Catells, M. (2015). Networks of Outrage and Hope. Google Books. https://books.google.com.my/books?hl=en&lr=&id=MzDOCQAAQBAJ&oi=fnd&pg=PR3&dq=Castells

Chess, S., & Shaw, A. (2015). A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity. Journal of Broadcasting & Electronic Media, 59(1), 208–220. https://doi.org/10.1080/08838151.2014.999917

Consalvo, M. (2012, November). Confronting toxic gamer culture: A challenge for feminist game studies scholars. Uoregon.edu; Fembot Collective. https://scholarsbank.uoregon.edu/items/7c231dd0-26c5-4ef6-8377-743219d500e1

Fox, J., & Tang, W. Y. (2017). Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media & Society, 19(8), 1290–1307. https://doi.org/10.1177/1461444816635778

Gestos, M., Smith-Merry, J., & Campbell, A. (2018). Representation of Women in Video Games: A Systematic Review of Literature in Consideration of Adult Female Wellbeing. Cyberpsychology, Behavior, and Social Networking, 21(9), 535–541. https://doi.org/10.1089/cyber.2017.0376

King, D. (2020, June 10). “The Last of Us Part II” and Its Crisis-Strewn Path to Release. Wired. https://www.wired.com/story/last-of-us-part-ii-sequel-release-pandemic/

Kligler-Vilenchik, N., Zimmerman, A., Shresthova, S., & Gamber-Thompson, L. (2020). By Any Media Necessary. New York University Press. https://doi.org/10.18574/nyu/9781479829712.001.0001

Kou, Y., & Nardi, B. (2013). Regulating anti-social behavior on the Internet: The example of League of Legends. Www.ideals.illinois.edu. https://doi.org/10.9776/13289

Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years. Journal of Communication, 66(4), 564–584. https://doi.org/10.1111/jcom.12237

McLean, L., & Griffiths, M. D. (2018). Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study. International Journal of Mental Health and Addiction, 17(4), 970–994. https://doi.org/10.1007/s11469-018-9962-0

Near, C. E. (2012). Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games. Sex Roles, 68(3-4), 252–269. https://doi.org/10.1007/s11199-012-0231-6

Newzoo. (2020, June 25). Newzoo Global Games Market Report 2020 | Light Version. Newzoo. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2020-light-version

Salter, A., & Blodgett, B. (2017). Toxic Geek Masculinity in Media. Springer International Publishing. https://doi.org/10.1007/978-3-319-66077-6

Shaw, A., & Friesem, E. (2016). Where Is the Queerness in Games? Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games. International Journal of Communication, 10(1932–8036/2016FEA0002), 3877–3889. https://ijoc.org/index.php/ijoc/article/viewFile/5449/1743

Sundén, J., & Sveningsson, M. (2012). Gender and Sexuality in Online Game Cultures. Google Books. https://books.google.com.my/books?hl=en&lr=&id=9lXFBQAAQBAJ&oi=fnd&pg=PT9&dq=Sund%C3%A9n

Tang, W. Y., & Fox, J. (2016). Men’s harassment behavior in online video games: Personality traits and game factors. Aggressive Behavior, 42(6), 513–521. https://doi.org/10.1002/ab.21646

Tang, W. Y., Reer, F., & Quandt, T. (2019). Investigating sexual harassment in online video games: How personality and context factors are related to toxic sexual behaviors against fellow players. Aggressive Behavior, 46(1). https://doi.org/10.1002/ab.21873

Share this:

Search Site

Your Experience

We would love to hear about your experience at our conference this year via our DCN XVI Feedback Form.

Comments

6 responses to “Identity and Advocacy in Gaming: How Video Games Reflect and Reinforce Gender Inequality”

  1. Rachel Avatar

    Hi Tiffany!

    I really like your topic because it applies to various games nowadays. It discusses the gender challenges within gaming culture, highlighting both the harmful portrayals of women in games and the toxic behaviors in gaming communities. I love the paragraph “Representations of Women in Games” because it highlights the issue that some characters are being made to be an eye candy for male audiences.

    1. TiffanyBaring Avatar

      Thank you for your thoughtful feedback! You’ve highlighted one of the critical points in my research – the objectification of female characters in video games. The section on character representation indeed explores how many games continue to portray women as visual objects rather than fully developed characters.. As I went on to discuss in the paper, characters like Quiet from Metal Gear Solid V demonstrate what is troubling about the design of female characters – in which female characters are made for the male gaze, instead of for a meaningful narrative.
      The good news is that the gaming industry is slowly changing. Games like The Last of Us Part II and Horizon Zero Dawn are developing more nuanced and diverse representations of women, and moving away from the archetypal sexualizations. This is important, and illustrates that games can actually represent women in a multidimensional and powerful way that is different than the traditional stereotype.

  2. Tia Genesis Avatar

    Hi Tiffany,

    I found your topic really interesting! I don’t personally play video games, but I think you explained everything really clearly. I especially liked how you used examples like The Last of Us Part II to support your points. I wonder if you think video games have the power to actually change how society views gender roles?

    1. TiffanyBaring Avatar

      Your question about the ability of video games to change how society views gender roles is exactly the focus of my research! Video games represent more than just entertainment; they are a form of cultural artifact that shapes social notions as much as they reflect them.
      The paper identifies games as transformative sites for gender identity and social change. For instance, Animal Crossing: New Horizons is one of the leaders in inclusive character customization away from traditional gendered binaries. In addition, organizations like AnyKey are important in doing this work in video game advocacy and developing more inclusive and diverse gaming spaces.
      The Last of Us Part II is a powerful example of how games can act as cultural forms that provide a space for interrogating gender roles in society. Ellie is a strong female character who defies beauty norms while also being a complex and multidimensional female character. The game’s commercial success shows that selling inclusivity and representation in video games does not mean inadequate art or profitability is guaranteed.

  3. Tayla Black Avatar

    Hi Tiffany,

    I really liked your paper! I think the representation and treatment of women in the gaming industry is a big problem that still needs to be tackled. I’m not a huge gamer myself, but I have definitely been anxious when playing male dominated games as I’m worried about online harassment. Do you have any ideas as to how we could educated young men to change their treatment of women? What strategies do you think gaming companies can implement to stop targeted harassment towards women (particularly in voice chats)?

    1. TiffanyBaring Avatar

      Your concern about online harassment is legitimate and it was directly addressed in my research. The 2020 study by the ADL showed that 59% of female players experience harassment; this is a core problem in gaming spaces.
      To address your specific questions around education and strategies:Educating Young Men
      Implement full digital citizenship programs in schools that:

      -Teach empathy and safe usage of online spaces
      -Disrupt harmful gender-based stereotypes
      -Promote systemic gender discrimination

      Create male-led efforts to disrupt toxic masculinities in gaming spaces, like AnyKey’s “Good Luck Have Fun” commitments.

      -Strategies for Gaming Companies
      -Proactive Moderation

      -Create AI technologies for harassment detection
      -Implement swift and appropriate punishments for toxic behaviours
      -Remove harassment reporting from the burden of victims

      Voice Chat Protections

      -Anonymized designation for optional voice chat
      -Advanced reporting mechanisms with timely responses
      -Mandatory respect training for users of the platform

      Diverse Development Teams

      -Hire more women and marginalized perspectives in game development
      -Draft anti-racism and anti-oppression guidelines for development
      -Consult communities of diverse identities to test the games and receive feedback
      The goal is to shift gaming from being an exclusive space to an inclusive community for all players irrespective of gender.