“I Ain’t No Girl”: Exploring Gender Stereotypes in the Video Game Community

IF 0.7 Q3 COMMUNICATION
Jessica A. Robinson
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引用次数: 2

Abstract

Despite the steadily expanding woman player population, women face many barriers to entering the video game industry and player community, including historical design and advertising practices, gendered behavioral expectations, assumed lack of skill or interest, and harassment. Offline progress in understanding gender and gender identity, combined with unique multi-user online battle arenas (MOBAs) features, may create the needed catalyst for challenging these barriers and gender stereotypes. Through 55 interviews, this study identifies gendered stereotypes familiar to League of Legends players, examines implications of those stereotypes for both men and women, and discusses insights offered to challenging stereotypes within the gaming community.
“我不是女孩”:探讨电子游戏社区中的性别刻板印象
尽管女性玩家人数稳步增加,但女性在进入电子游戏行业和玩家社区方面面临许多障碍,包括历史设计和广告实践、性别行为期望、缺乏技能或兴趣以及骚扰。在理解性别和性别认同方面取得的离线进展,加上独特的多用户在线战场(MOBA)功能,可能会为挑战这些障碍和性别刻板印象创造必要的催化剂。通过55次采访,这项研究确定了《英雄联盟》玩家熟悉的性别刻板印象,考察了这些刻板印象对男性和女性的影响,并讨论了游戏社区中挑战刻板印象的见解。
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来源期刊
CiteScore
1.90
自引率
9.10%
发文量
59
期刊介绍: Published quarterly since 1937, the Western Journal of Communication is one of two scholarly journals of the Western States Communication Association (WSCA). The journal is dedicated to the publication of original scholarship that enhances our understanding of human communication. Diverse theoretical and methodological perspectives are welcome. WJC"s longstanding commitment to multiple approaches, perspectives, and issues is reflected by its history of publishing research across rhetorical and media studies, interpersonal and intercultural communication, critical and cultural studies, language behavior, performance studies, small group and organizational communication, freedom of speech, and health and family communication.
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