Gamer women - 'tourists' or 'citizens'?

Kitti F. Arnold-Ferencz, Klára Tarkó
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Abstract

Abstract Video and computer games have become an increasingly popular form of leisure over the past three decades. While the digital world is traditionally thought of as a masculine space, the number of female online gamers continues to increase. In the online gamer subculture, however, female gamers are often invisible, primarily because the famous gamers and the main characters of video games are typically male. Video games tend to focus on female characters' physical appearance, rather than their skills, thus widening the gender gap, as well as relegating women to secondary, supporting roles. This chapter addresses the primary question of whether women are 'tourists' in this currently masculine space, or if they are already full members of the gaming world. By looking at online female gamers in Hungary and through analysis of an online questionnaire, it was determined that the female presence in online gaming is increasing, in spite of misogyny and harassment.
女性玩家——“游客”还是“公民”?
在过去的三十年里,视频和电脑游戏已经成为一种越来越受欢迎的休闲方式。虽然数字世界传统上被认为是男性空间,但女性在线游戏玩家的数量仍在不断增加。然而,在网络游戏亚文化中,女性玩家往往是隐形的,主要是因为著名的玩家和电子游戏的主角通常是男性。电子游戏倾向于关注女性角色的外表,而不是她们的技能,从而扩大了性别差距,并将女性贬为次要的配角。这一章的主要问题是,在这个男性化的领域,女性究竟是“游客”,还是已经是游戏世界的正式成员。通过观察匈牙利的在线女性玩家并通过在线问卷分析,我们发现尽管存在厌女症和骚扰,但在线游戏中的女性玩家数量正在增加。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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