Sexism in Video Games and the Gaming Community

Fox J, Tang WY

Research article (book contribution)

Abstract

In this chapter, we discuss how and why sexism manifests in gaming. We explain both historically and theoretically why sexism has proliferated in the gaming domain, identifying three sources: players, communities, and the industry. People may bring existing sexist attitudes or behaviors into game spaces, promoting a hostile and sexist environment. Sexist attitudes and behaviors may also emerge within gaming collectives and communities as creating a shared social identity may involve the exclusion or degradation of those considered outsiders. Given that women are often perceived as a minority, they may be targeted for harassment or otherwise discouraged from participating. Many powers within the video game industry are also responsible for fostering an environment that is unwelcoming or hostile towards women. Sexist content, including the symbolic annihilation of women and stereotypical and objectified portrayals of women, is prevalent within video games. Further, other sources directly and indirectly capitalize on the subjugation of women in selling their products, from box art to advertisements to ” booth babes” at conventions. Further, we argue that the consequences of this ambient sexism have serious implications both within and outside of the gaming sphere. We synthesize existing research on the consequences of sexism and consider recent incidents involving the insidious online and offline harassment of women in games. Gaming cannot proliferate or grow while alienating half of its potential audience—not including other underrepresented groups who are similarly harassed or disaffected.

Details zur Publikation

Publisher: Kowert R, Quandt T
Book title: New Perspectives on the Social Aspects of Digital Gaming: Multiplayer 2
Release year: 2017
Publishing company: Routledge
ISBN: 1138643637
Language in which the publication is writtenEnglish