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To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity

Author

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  • Daria J. Kuss

    (International Gaming Research Unit, Cyberpsychology Research Group, Department of Psychology, Nottingham Trent University, Nottingham NG1 4FQ, UK)

  • Anne Marie Kristensen

    (Center for Visual Cognition, Department of Psychology, University of Copenhagen, 1165 Copenhagen, Denmark)

  • A. Jess Williams

    (School of Psychology, Institute for Mental Health, University of Birmingham, Birmingham B15 2SQ, UK)

  • Olatz Lopez-Fernandez

    (Foundation Health Research Institute, Fundación Jiménez Díaz University Hospital, 28040 Madrid, Spain)

Abstract

The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers’ wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis. Four main themes were identified: (i) to be or not to be a (female) gamer; (ii) improving social skills and levelling up on mental health; (iii) not always a healthy escape; and (iv) there is more to explore. The present study is one of few empirical studies regarding the construction of self-image, and experiences of female gamers. It has showed participants have a history as gamers from adolescence, but still face problems derived from the stigmatised internal gender self-image. Externally, female gamer stigmatisation may result in sexism, gender violence, harassment, and objectification. Additionally, females may decide against identifying as gamers, engaging in social gaming interaction, or hold back from online gaming in general, thereby missing out on the opportunities for recreation as well as social and psychological benefits that gaming brings. There is, therefore, urgent need for more research and actions to promote change, equity, education, and security for female gamers as well as their male counterparts. Game developers would benefit from understanding this large gamer demographic better and tailoring games for women specifically.

Suggested Citation

  • Daria J. Kuss & Anne Marie Kristensen & A. Jess Williams & Olatz Lopez-Fernandez, 2022. "To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity," IJERPH, MDPI, vol. 19(3), pages 1-18, January.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:3:p:1169-:d:729921
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    References listed on IDEAS

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    1. Olatz Lopez-Fernandez, 2018. "Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours," IJERPH, MDPI, vol. 15(12), pages 1-33, December.
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    1. Andrzej Cudo & Marcin Wojtasiński & Przemysław Tużnik & Agnieszka Fudali-Czyż & Mark D. Griffiths, 2022. "The Relationship between Depressive Symptoms, Loneliness, Self-Control, and Gaming Disorder among Polish Male and Female Gamers: The Indirect Effects of Gaming Motives," IJERPH, MDPI, vol. 19(16), pages 1-18, August.
    2. Zhaoxia Deng & Zhijie Chen, 2024. "Balancing Creative Expression and Societal Well-being: A Comprehensive Regulatory Framework for the Chinese Video Game Industry," Journal of the Knowledge Economy, Springer;Portland International Center for Management of Engineering and Technology (PICMET), vol. 15(3), pages 10384-10411, September.
    3. Stian Overå & Anders Bakken & Christer Hyggen, 2024. "Prevalence and Characteristics of Female and Male Esports Players among Norwegian Youth: A General Population Study," IJERPH, MDPI, vol. 21(9), pages 1-15, August.

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