Guild princesses and mean girls: Internalised misogyny and gaming

April K. Dye, Kelli Y. Williams
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Abstract

The demographic of gamers is rapidly changing, and currently an estimated 42 per cent of gamers are female. As a result, research is beginning to look at the sexism which is often characteristic of the experiences of female gamers and the content of games themselves. Our research focused on the negative and positive interactions of female gamers both in games as well as gaming communities in relation to internalised misogyny. A survey of female gamers (N = 86) demonstrated that 41 per cent had experienced negative interactions with other female gamers. Participants were asked to elaborate on these interactions through open-ended responses which were analysed for thematic content. Their experiences with female players included negative attention-seeking behaviours, competitiveness, relational aggression, and critiques of play style, but also examples of female solidarity. These findings show consistency with the concept of internalised misogyny.
公会公主和刻薄女孩:内化的厌女症和游戏
游戏玩家的人口结构正在迅速变化,目前估计有42%的玩家是女性。因此,研究开始着眼于女性玩家体验和游戏内容本身的性别歧视。我们的研究重点是女性玩家在游戏和游戏社区中与内化厌女症相关的消极和积极互动。一项针对女性玩家(N = 86)的调查显示,41%的女性玩家经历过与其他女性玩家的负面互动。与会者被要求通过对主题内容进行分析的开放式答复详细说明这些相互作用。他们与女性玩家的经历包括消极的注意力寻求行为、竞争、关系攻击和对游戏风格的批评,但也有女性团结的例子。这些发现与内化厌女症的概念是一致的。
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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