d.
Gendered/Sexual Harassment in Group Play
The fourth category of research characterized interactions between players in
multiplayer scenarios and how sexist behavior occurs in the video game community
more broadly. Most studies measured subject experiences through chat and voice call
functions as they offer convenient communication between gamers as well as
spectators and streamers. Although the previous category of studies regarding avatars
also included information about in-game communities, this section deals with the
gaming community as a whole. Furthermore, the games mentioned in this section are
more popular and have larger playerships. Finally, this section also includes studies
about the gaming community outside of playing, such as spectating and streaming. As
such, it addresses a much larger sample of the video game community than the
previous sections. These studies found strong evidence for the existence of sexism and
sexual harassment between players, with experiences likely differing between genders.
There was also a specific focus on finding correlations between different personality
traits and engaging in sexist behaviors.
There have been five studies (24-28)
conducted on sexism in group play. Three
of the studies (24-26) focused on the presence of sexism-related harassment. Holden,
Baker Iii and Edelman (24) documented the abundance of harassment, especially
towards women and minorities, throughout the rise of the eSports community. The
authors also write about flaws within the gaming community which allow for harassment
to continue, such as lack of legal accountability and the inability of social media
platforms to properly enforce standards set by their Terms of Service agreements. Fox
and Tang (25) supported the idea that sexual and general harassment exists in the
gaming community. They recruited active users on forums and social media and
administered a survey about their gaming experiences. Their study found women
commonly experienced both general and sexual harassment while gaming. They also
questioned subjects about whether these incidents caused them to reflect on these
incidents at a later time. Results revealed general harassment could lead to withdrawal
from the game by women. Sexual harassment was associated with higher rumination
outside the game, which could also lead to withdrawal.
Breuer et al. (26) studied sexism in video games through the lens of cultivation
theory, which states long-term exposure to media can affect one’s views of reality.
They conducted a longitudinal study (three years) on the video game behaviors and
sexist ideas of over 800 subjects. Results found no correlation between video game
playing time or genre preferences and sexist attitudes. Breuer et al.’s study suggests
playing video games in general may hold no correlation with sexism. However, it did
not report the extent of sexist content within video games.
Ruvalcaba et al. (27) also validated the concept that harassment is prevalent in
the gaming community. Using a questionnaire, their study measured harassment
experienced by self-identified gamers from fellow gamers. Both men and women
reported encountering harassment throughout their gaming experiences. In contrast
with ideas proposed by Holden, Baker Iii and Edelman (24), Ruvalcaba et al. found
women did not receive significantly more negative comments from male gamers than
men. However, their study did find there were some gender differences in harassment.
Each gender received more praise from gamers of the same gender. A second study
within the investigation delved into the spectator side of gaming. Ruvalcaba et al.
surveyed chat messages received by streamers on the popular video game streaming
website Twitch. They selected streamers who played the most popular competitive
video games. Female streamers were more likely to receive general positive comments
and positive comments directed towards gameplay, as well as both general sexual
comments and sexist comments directed specifically at them. There was no significant
difference between the number of negative comments received by either gender, and
male streamers received more neutral comments.
Three studies (28-30) examined how personality traits were related to a player’s
harassment behaviors. Tang and Fox (28) administered surveys to over 400 men
measuring general gaming habits. Most of the games played by subjects were
competitive. The study also measured societal beliefs of participants such as Social
Dominance Orientation (a measure assessing one’s belief that some groups of people
are superior to others and thus naturally deserve more power, SDO) and ambivalent
sexism. Personality factors including hostile sexism and SDO predicted both sexual
and general harassment in men. Tang, Reer, and Quandt (29) conducted a similar
experiment which upheld many of these results and established new findings. They
surveyed the same general gaming habits and personality traits of over 800 subjects.
The games played by subjects spanned a variety of genres. Results were consistent in
demonstrating SDO and hostile sexism were predictors of sexual harassment while time
spent playing was not.
Jagayat and Choma (30) studied the attitudes of self-identified gamers towards
their female counterparts. They measured sexism in the community through a survey
which asked participants about personal beliefs such as ambivalent sexism and SDO.
Participants were also asked to self-report aggression towards women. Although cyber-
aggression towards women was low, SDO was found to be a predictor of such attitudes
among gamers.
There is a strong consensus that sexist behavior, including sexual harassment as
well as general harassment, is common in the gaming community. Some findings also
suggest that there may be differences in the type, severity, and frequency of
harassment encountered by different genders. The studies considering the relationship
between a person’s beliefs and their harassment habits consistently show that some
personality factors, such as Social Dominance and hostile sexism, are predictors of
whether or not subjects will carry out acts of harassment. Much of the research
conducted on this topic is observational, with methodology often consisting of subjects
self-reporting their personal experiences through surveys and questionnaires. The
research on this topic would benefit from further use of randomized, controlled
experiments.
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