TY - JOUR
T1 - ‘You game like a girl’
T2 - Perceptions of gender and competence in gaming
AU - Kelly, Danielle
AU - Nic Giolla Easpaig, Brona
AU - Castillo, Paola
N1 - Publisher Copyright:
© The Author(s) 2022.
PY - 2022
Y1 - 2022
N2 - While there is an abundance of research concerning the gendered dimensions of video gaming and online communities, there is a limited focus on gameplay competence. This study examined the relationship between sexism and gendered perceptions of competence in gaming. Three hundred and 85 participants volunteered to take part. Participants were randomly allocated to one of three gendered conditions (female, male or neutral). Participants watched two video game clips within each condition (novice and expert playthroughs). Participants rated the competence and warmth of the players, estimated the number of errors made and completed the Ambivalent Sexism Inventory. The findings indicated that female and neutral clips were perceived as less competent than male clips in both skill levels. This difference was more pronounced in the expert level. Warmth ratings varied significantly across conditions. Hostile sexism predicted lower perceptions of warmth. The study demonstrates the need for inclusive and safe online gaming environments.
AB - While there is an abundance of research concerning the gendered dimensions of video gaming and online communities, there is a limited focus on gameplay competence. This study examined the relationship between sexism and gendered perceptions of competence in gaming. Three hundred and 85 participants volunteered to take part. Participants were randomly allocated to one of three gendered conditions (female, male or neutral). Participants watched two video game clips within each condition (novice and expert playthroughs). Participants rated the competence and warmth of the players, estimated the number of errors made and completed the Ambivalent Sexism Inventory. The findings indicated that female and neutral clips were perceived as less competent than male clips in both skill levels. This difference was more pronounced in the expert level. Warmth ratings varied significantly across conditions. Hostile sexism predicted lower perceptions of warmth. The study demonstrates the need for inclusive and safe online gaming environments.
KW - competence
KW - gaming
KW - gender stereotypes
UR - http://www.scopus.com/inward/record.url?scp=85127239304&partnerID=8YFLogxK
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U2 - 10.1177/15554120221077730
DO - 10.1177/15554120221077730
M3 - Article
AN - SCOPUS:85127239304
JO - Games and Culture: a journal of interactive media
JF - Games and Culture: a journal of interactive media
SN - 1555-4120
ER -