View Full Paper

Owner Consent Verified
Dissertation 5

How Asian Online Video Games Influence Perceptions of Gender and Violence

34
Pages
Harvard
Style
~ 42 mins
Reading Time
video games gender inequality violence aggression online gaming esports female gamers harassment gaming culture qualitative research Asia stereotypes sexism player behavior digital media

Cover Page

How Asian online video games influence people’s recognition of gender and violence

Student

Professor

Course

Conceptual Foundations of Asian Online Gaming, Gender Recognition, and Violence Perception

Gendered Gaming Demographics, Sexism, and Violence-Related Attitudes

Traditionally, young males have been the primary demographic for video game marketing and consumption (Beck et al., 2012). However, this is starting to shift, and today video games appeal to more than just a select group of male consumers (Gestos, Smith-Merry and Campbell, 2018). However, even in competitive gaming environments Lopez-Fernandez, Williams, and Kuss (2019), sexism is prevalent, with women's skills often being discounted. Concerns have been raised concerning the possible correlation between acts of sex-based violence in games and real-world attitudes and behaviors. According to the ambivalent sexism hypothesis Shao and Wang (2019), our social structures are motivated by a hierarchy that places males as dominating over women, who are viewed as naturally subordinate. As a result, these types of societies foster both supportive and unfriendly gender norms and attitudes. Indeed, women in video games are typically portrayed as one of two stereotypical roles: the "virgin" (modesty, a need for males to protect her and virginity symbolizes innocence) and the "vampire" (controlling seductress and a dominant). According to AST, these false beliefs fuel both friendly and aggressive sexism.

Rape myths are commonly held but inaccurate ideas about rape, its victims, and its offenders, and they may be perpetuated by these unfavorable preconceptions of women. Rape myth acceptance is associated with internalized gender role assumptions and a tolerance for interpersonal violence (Tang and Fox, 2016). When it comes to gendered violence in video games and associated attitudes, it has been noted that playing these games is linked to things like aggressive sexism, interpersonal aggression, sexual harassment perpetration and recidivism in the military (Fox and Potocki, 2016). Those who had been exposed to sexist video game images (but had not played games) were shown to be the most tolerant of sexual harassment when asked to assess a scenario in which a female college student experienced sexual harassment, however no effects were seen for rape support views. In addition, people who played violent video games more often were more likely to approve of rape. Similarly, Behm-Morawitz and Ta (2014) discovered that RMA among males increased after playing video games that glamorized violence against women and sexual objectification of women. Female participants did not show this impact, though. Video game play was shown to be positively related with support for sexist attitudes among French adolescents across demographic categories (socioeconomic level, age, religion), according to a large-scale study (Lopez-Fernandez, Williams and Kuss, 2019). Recent evidence suggests that the results of Fox, Bailenson and Tricase (2013) are more likely the result of chance (given the huge sample and tiny impact size) than indicative of any real association (Lopez-Fernandez, Williams, Griffiths and Kuss, 2019). While correlation coefficients Gestos, Smith-Merry and Campbell (2018) suggested that more time spent playing violent video games was associated with a higher rate of RMA, when included into an analysis of covariance, this association disappeared. Nonetheless, they failed to provide conclusive evidence that virtual sex violence against women increased rates of severe mental illness.

Abuse in a romantic relationship and random acts of violence against women both fall under the umbrella of "gender-based violence," which is defined as "violence done against women that is primarily or completely motivated by gender." Gender-Based Violence cases in which women are harmed by their husbands or other men with whom they have or have had similar affective relationships, even if they have never lived together. Thus, the definition of "gender-based violence" does not include video games when there is a clear expression of discrimination, power or equity held over women by spouses or other intimate male partners, as stated by the Law against Gender-Based Violence. This is primarily due to the fact that marriage or intimate relationships are rarely shown in video games; while emotional interactions do arise in certain games, they are easily differentiated from marital or intimate relationships by the situations in which they occur. There are very few games that even hint at the existence of such a connection (for example, the social simulation game The Sims), and even fewer actually depict "gender-based violence" in the legal meaning (we'll get to the controversial and wildly popular Grand Theft Auto in a minute).

Adolescent women internalize violent attitudes (Fox and Tang, 2014) associated to a hegemonic paradigm of masculinity, which impacts their interpersonal connections, particularly those of an emotional and sexual nature. Clinical psychologist argues in his review of the literature titled Sexualization of Young People that video games promote a mentality whereby women are viewed as subordinate and, therefore, as appropriate targets for sexual violence because they are revered and rewarded for their physical attributes. 'The continuous presentation of men as powerful and aggressive and females as inferior and demeaned is arguably fostering violence against women,' the survey said. Video games contribute to what psychologist Galtung has termed "cultural violence," a structural phenomenon that is subtly transmitted during the socialization process and is linked to a patriarchal culture that legitimizes male dominance, violence as a relationship strategy, submission, and sexism, etc. However, this topic has been covered in a prior article Tan (2017), therefore it will not be revisited here.

Indeed, similar results have not been seen in other studies. Exposure to sexualized video game material did not predict sexist views or lack of empathy towards a rape victim, but inherent aggressiveness did. Surprisingly, people who played more sexually explicit video games reported being less sexist and having more compassion for rape victims than those who played fewer such games. The authors posited that players would be more likely to reject sexism in real life because of the presence of sexualized content in video games since it "may induce players to focus on issues linked to sexualisation, something they might not otherwise do." Even though there was no statistically significant difference in RMA across groups in the study by Coyne et al. (2018), participants in the Grand Theft Auto group showed a decline in RMA from baseline, whereas participants in the Madden NFL group did not.

Clearly, there are conflicting results, calling for more research. The aforementioned studies provide some evidence that playing video games with stereotypically male or female characters may increase the likelihood of developing sexist beliefs and behaviors, but further investigation into the possible mechanisms behind this association is warranted. Because of this, it's important to examine the causes of such aggressive behavior. It's important to think about the ways in which these ideas are reinforced inside video games and gaming communities, some of which may have their roots in promoting gender stereotypes that view gaming as a "man place" (Fox, Bailenson and Tricase, 2013). Each of these issues, such as underrepresentation, oversexualization, and agency/dominance, is discussed in detail in the following sections. But first, we need to think about this from a theoretical perspective to provide the conceptual foundation for the interplay of these elements.

Others have given several explanations for why playing violent video games makes people more aggressive, but Anderson et al. were adamant on utilizing the GAM. For instance, one meta-analysis by concluded that violent video games have a little effect on young people's aggressive behavior. Meanwhile, a recent paper suggested that publication bias could be relevant to the impact of violent video games on youth violence (Anderson and Warburton, 2012). The term "publication bias" refers to the disproportionate number of times that publications reporting favorable outcomes (such as statistical significance) are published compared to those reporting negative ones (Fox and Tang, 2017). After accounting for publication bias, the research that the authors of a meta-analysis considered failed to find a strong correlation between playing violent video games and acting aggressively. To counter the GAM, then, Buckley and Anderson (2012) put out their Catalyst Model (CM). This theory suggests that a propensity for aggression can be passed down from generation to generation, influencing both temperament and personality. Individuals with aggressive temperaments or personalities are more inclined to resort to violent action under stressful situations. People who already have a violent disposition may be prompted to act violently by circumstances in their immediate surroundings. Environment can not directly create aggressive behavior, but it can reduce the impact of biological factors. According to the CM theory, playing violent video games doesn't cause aggressiveness, but rather, it functions as a catalyst to shape the type of aggression a person displays (Fox et al., 2015). Aggression in adolescents is linked to factors including antisocial tendencies, peer pressure, and family history, but not to video game violence per se, according to a large body of research (Tan, 2017).

Although racial stereotypes have powerful effects on people's actions, many people still lack a solid grasp of the risks associated with holding such views. As an illustration, consider Metzger and Paxton (2016), which demonstrates how biases develop over time. Subliminal presentations of stereotypical and nonstereotypical terms associated with the "Blacks are aggressive" stereotype were used to "prime" (activate particular associations in memory) study participants (Anderson, Gentile and Dill, 2012). Some participants in the study were primed with predominantly stereotypical keywords, while others were not. Participants were given a list of phrases that none of them could put together, and then instructed to read a text depicting a man named "Darryl." "Darryl's" actions in the text might be read as either forceful or aggressive (e.g., he demanded his car be fixed the same day it was brought in for service). After that, everyone assessed "Darryl" using phrases associated with aggressive behavior. Participants' familiarity with the terminology of the Black-Aggressive stereotype led Ohno (2022) to conclude that they would interpret Darryl's behavior as aggressive. Researchers found that people relied on these generalizations without even thinking about it.

Some media, notably video games, may have a similar effect on people by priming them with characteristic phrases or imagery. Priming thinking, even unconsciously, can impact subsequent ideas or even the ensuing actions since our memory system is a web of associations and priming is the awakening or activation of particular associations (Coyne et al., 2018). As a relatively new area in psychology research, the topic of stereotyping in video games is beginning to raise numerous questions concerning the potential impact of video games on human cognition. In this study, we'll look into the potential impact of these games on the perpetuation of racial stereotypes and prejudice, as well as the reverse: if they serve to sustain a colorblind attitude toward White-group privilege. The purpose of this review will be to summarize the available research papers and to highlight the need of doing more research in this area.

Research Questions on Gaming, Gender Recognition, and Violence Perception

1. How does playing video games affect how people think about gender in Asian

countries?

2. How does playing video games affect how people think about death and violence in

Asian countries?

Critical Review of Video Game Histories, Gender Representation, and Violence Scholarship

Early Commercial Video Games and the Emergence of Sexual Violence Themes

Custer's Revenge was the first commercial video game to focus its plot on sexual assault. This video game, created by the Mystique Company in 1982, is around the rape of a female protagonist. The visuals are rudimentary, reflecting the era in which it was made, but it's still easy to tell the sexes of the human beings shown. Gameplay involves controlling General Custer, who is shown as a shirtless guy with an erection wearing just a cowboy hat, scarf, and boots. While attempting to rape a nude Indian lady with enormous breasts who is dubbed "Revenge," Custer faces a number of challenges along the way. To get points, players must rape the tied Indian lady in order to proceed past the first obstacle. In the game, you must survive an onslaught of arrows before you can conduct the rape that earns you points. The purpose of this act of rape was to symbolize the "revenge" taken by this U.S. Army cavalry lieutenant for a loss at the hands of the Sioux Indians (a relatively common event in modern warfare). According to the review, "violence against women, their human and legal rights, and the horror of the rape are trivialized in macho images," as displayed in this game (Lam, Cheng and Liu, 2013). Women's human rights activists' complaints regarding the game were dismissed. To the contrary, sales of around 80,000 copies were phenomenal for the period.

Play around, who bought the game rights from Mystique, kept selling Custer's Revenge, rebranding it as Westward Ho. The macho motif was expanded by making the woman's complexion darker and having her stretch an arm towards Custer, pleading with him to depart. This implied that women secretly desire to be raped. As the author puts it, "this game spawned a lengthy line of titles which, without overtly expressing this among the game's aims, permitted players to execute harsh or humiliating deeds - or both - against female characters."

Representations of Violence Against Women in Video Game Content

This is why, for instance, Roberta Williams's 1995 horror adventure game Phantasmagoria had a graphic rape scene. Play Slaves of the Red Mansion and put yourself in the shoes of a girl who has been sold into sexual slavery and is chained up. One of the characters in Fear Effect has tentacles rip her genitalia off while she sleeps. Knights of Xentar has graphic depictions of sexual assault. "If you're the sort of guy who likes to spank females to get them hot, this is your game," is how Slap Dat is introduced. Research conducted by the Fundación Directa titled "Keys to non-sexism in software development" (2007) or the Andalusian Institute for Women directed by Blackburn and Scharrer (2019) suggests that this genre of game is widely played online: Slap the whore centers on the theme of killing off aging rock stars, typically women of a certain age who have already achieved fame. Players in Slap the booty are tasked with hitting the booty of a female character, who shrieks in agony after each blow. The tempo at which she is spanked is timed. One of the female protagonists in Sim Girl actively seeks out punishment by being beaten. While being thrashed by players, she gives them tips on how to beat her and when she is most defenseless.

Anime-Inspired Games and Gender-Based Sexual Violence Representations

perhaps the "anime" video games, with sub-genres like eroge and hentai that most obviously focus on gender-based violence; as the Mexican journalist Lydia Cacho has indicated, "in hentai, sexual violence against women and girls is the central theme." Even though "hentai games" is a common Western classification for the bishjo sub-genre of pornographic video games, the phrase is rarely used in Japanese. The Japanese word for these games is eroge. Women in these games are typically shown as children (or at least as having the bodily dimensions and behavior of children), everlasting adolescents who never grow up and whose large eyes give them an innocent and childish air. Players are given the opportunity to outfit female characters in ways that cater to hypersexualized teen boy fantasies in video games. For example, in games like Pia Carrot, players can dress females in fancy waitress costumes if the action is located in a restaurant, and in educational settings, girls can wear their school uniforms. The women in these games typically behave like stereotypical young women. Their speech is often shrill, and they are portrayed as having a "childish disposition" that leads them to lose their cool fast. These characters display overtly sexualized behaviors and a servile attitude toward the player.

The majority of bishjo games include female protagonists that are portrayed by anime-style cartoons rather than realistic female models. Due to the fact that the depiction of characters that look to be under 18 in video games is not illegal in Japan, this loophole allows game creators to sidestep the country's child pornography legislation. For instance, in the 1983 video game Lolita Syndrome, published by Enix, one of the five minigames included throwing knives at a stylized depiction of a girl around 10 years old in order to cut off her clothes. However, a standard disclaimer on video game covers states that all the players and characters are at least 18 years old. It would appear that paedophilia is not criminalized in Japan since "the portrayal of the genitals of boys or girls is permitted by law" because they are not yet sexually mature. These and other legal requirements have defined hentai's course to this point, ensuring that it has never deviated from the law. There are many working instances of this on the web. Creatures in the cartoons and animations have tentacles for penises. The final product is a piece in which a multi-limbed monster emerges from the girl's body through several openings.

The male-dominated bishjo video game business is a direct result of the genre's focus on female protagonists. The industry has attempted to broaden its customer base by making games geared at ladies that include beautiful young male characters. These games' overarching goal is to encourage romantic connections between young men of both sexes. However, women make up a negligible percentage of the target audience for these products. Although male characters are present, they are often given less screen time than female ones, and the player character virtually never makes an appearance; when they do, their face is typically obscured by a mask or other visual effect. The "invisible penis syndrome" refers to the practice of having male characters only emerge during sexual scenes, sometimes as a penis entering from off-screen or without any visible component. The male protagonists in bishjo games typically take on one of two stereotypes that are meant to symbolize the player: either a sexist, macho man or a weak, naive romantic. Sexual interactions are central to this kind of video game, and one could argue that they are also central to gender-based violence. That they tend to establish a fundamentally sexist and patriarchal stereotype by reproducing a paradigm of control, dependency, submission, and "adoration" is an explicit and "normalized" kind of gender-based violence. It has been said that "hidden underneath the heightened fetishism of violent sex in hentai is the masculine yearning to reestablish power over women," with women serving as a conduit for males to act out their macho fantasies. Video games that simulate the process of rearing a child are also considered "anime." The protagonist of a work in this subgenre is a girl that the author intends to "raise," or develop, through various means. Case in point: Wonder Project J2, which follows a robot girl who is an orphan. This is the basis for a large number of eroge games, in which the player "develops" a sex slave.

RapeLay and Controversies Surrounding Simulated Sexual Violence

Rape Lay was one of a series of anime-inspired video games published by Japanese studio Illusion Software in 2006. The protagonist of the game is an escaped rapist who has returned to exact his vengeance by raping as many women as possible, including a schoolgirl and a ten-year-old child, and "making them enjoy" the experience. The player takes on the role of the game's protagonist, a rapist, and selects from a variety of violent options. The protagonist resolves to beat the teenager, her mother, and her 12-year-old sister as retaliation for the teen reporting him for the attempted rape of a friend. Attacks against female passengers on a railway, or rapes committed by a group of people, are also included in the scope of Rape Lay. The player may choose any area of the body, strip women nude on a train or in a park, sexually assault them with a virtual hand, force them into submission with different devices (handcuffs, for example), and decide the kind of rape they would want to commit. A menu displays while the women scream, allowing the player to choose between "vaginal insert," "oral sex," and "Take off trousers" as the method of rape. As the number of rapes, the protagonist commits rises, so does the "risk" that one or more of the victims will become pregnant. If the player makes it through the levels unscathed, the rapist will have no choice but to coerce an abortion and use the pregnant girl or boy as his sexual slave.

This game conveys a very high level of sexual brutality. The more times a player is attacked and verbally abused in-game, the higher their level. The game was described as follows by Amazon, a corporation specializing in online sales: You are a public enemy and you escaped from prison in pursuit of fresh targets. Here, you'll meet a single mom and her two little girls. You immediately begin your quest and systematically take down each woman. The game's training system is a lot of fun, and it will teach you how to shatter any objective you set for yourself. The European Women's Lobby (EWL) has spoken out to Rape Lay, saying that it "enforces and promotes negative and discriminatory gender stereotypes" and "promotes a hostile attitude towards women, girls, and male sexuality." That's not an issue of free speech, but rather the normalization and advocacy of sexual assault, and the EWL can't accept that. "The game was permitted by Japanese standards and we will not tolerate this type of criticism from groups located on the other side of the planet," the RapeLay distributor said.

Grand Theft Auto and the Commercialization of Controversial Gendered Violence

Prostitutes in the popular and controversial game Grand Theft Auto are often assaulted and killed, a problem that Amnesty International has been highlighting for years. In the San Andreas edition, players may take a car, drive it around the city (they'll find prostitutes in pretty much every street), and then pull up next to a lady who is doing prostitution. Although players have the choice of hiring a prostitute or trying to attract a woman for free, the former is far more challenging because to the game's heavy reliance on the analogue stick. However, prostitutes have it the easiest, with three distinct sexual acts available to players: masturbation, fellatio, and intercourse. In addition, once the act is over and the money has been paid, the players can get their money back by beating or even murdering the lady. One of the largest monetary prizes in a game where violence is frequently rewarded with money is earned by killing one of the female prostitutes who are wandering around the player's neighborhood. The Grand Theft Auto: San Andreas manual makes this point quite clear: During the time the woman is giving you a "nice job," your life points will increase but your cash will decrease. Kill the female as soon as you get out of the car if you want to recoup your investment and make a profit. Along with this sexist approach, the book outright suggests players murder women to obtain their cash.

Since Carl's girlfriends are discussed and advise is offered on how to treat girlfriends and prostitute them, this game is the only one that incorporates a type of incitement to violence against women in the legal sense as defined by the Law against Gender-Based Violence. You'll have to get to know Denise better from now on if you want her to cease being a pain in the neck when you call in. Take her out for a stroll around the block and spend some time with her at her place. At other times, she might want to go out for a drink or perform a drive-by shooting. You won't have to guess if she approves or not because of the messages at the bottom of the screen. Sometimes taking her to a local watering hole will suffice, but other times you'll have to really pump up her excitement level by letting her shoot members of rival bands or driving really fast. " Even if she may be available in the mornings, she is more likely to have free time in the evenings. You'll win the night if you accept her invitation to come over for "coffee" once you've had her under your control. Your girlfriend may eventually start lending you her car or buying you gifts like the "pimp" outfit that mysteriously appears in your closet as your relationship develops. The female is subtly suggesting that you become her pimp by gifting you this "pimp" costume. Explicit sex scenes appear at this point in the game, and if you've "won her over and she asks you in for coffee," you're on the right track. To see the restricted content, though, you'll need to install a tiny module on your computer. How to become a professional pimp and the benefits of doing so are outlined in the Missions section beginning on page 55. When you reach "pimp" rank by finishing the game, the females won't charge you for their services; in fact, they will pay you (Brockmyer, 2015).

Freely Available Online Games and Simulated Abuse Against Women

Benki kuosuko, a popular free PC game, features graphic depictions of violence against women, including the torture of its female characters. A Japanese woman is sitting on a toilet with her legs spread apart while gagged, handcuffed, and nearly naked for this game. Instructed to "help this Japanese woman enjoy pleasure with all sorts of contraptions," the player can choose to cram needles, eggs, a jug of milk, or pills into her vagina and anus. In this game, the player is told to "make this woman experience pleasure" by abusing, torturing, and sexually assaulting her. Site visitors may see how often the game has been played this month (15,780).

SOCIOLOTRON, an online role-playing game with multiple players, has been condemned by Amnesty International. The narrative involves rape of women and sexual enslavement, with repercussions including STIs and forced pregnancies, and the game is labeled as being "against sexual taboos." Taito's "Cho chabudai Gaeshi" is a violent simulation game popular in Japan (sic). Players assume the position of an angry father who has seemingly grown tired of his children's disrespectful behavior, and the goal of the game is to inflict as much damage as possible by hurling the family's dinner table through the air as many times as possible. The more forceful a player's blows, the higher their score. For example, if the player not only hits the table but also forcefully flips it over, the player receives a high score and is informed of the distance the table was thrown.

Anti-Violence Game Campaigns and Ambiguous Public Reception

In an effort to raise awareness about the problem of violence against women and girls in Denmark, a group working to eradicate such abuse has released a video game that can be activated for free online and which invites players to physically assault a young woman. The player is free to strike her until she falls down or at least has visible bruises on her face. Hit the Bitch, a controversial video game campaign against gender-based violence, aims to demonstrate the humiliating nature of such abuse. The game faithfully recreates the situation that players should avoid and then criticizes their own behavior. During gameplay, players can hit a female character to gain experience and power ups by repeatedly striking her. The strangest method to convey that violence against women is unacceptable is to encourage players to do so in a simulated video game. When the game is over and the girl is finally pushed to the ground, a Danish message reads, "Now you are 100% masculine. 100% stupid. And at this point... The statement continues by saying that gamers should seek mental health care since no justification can justify the assault of women. Born og Unge I Voldsramte familier, a Danish non-governmental organization dedicated to protecting the rights of mistreated children within their own homes, published the game online and subsequently prohibited its usage outside of the country. To Our Non-Danish Reader: Hit the bitch has been forbidden in Denmark because of the overwhelming demand for it. The game has been heavily criticized since many people interpret it as an encouragement to violence rather than a critique.

Video Games as Learning Environments and Neurological Reward Systems

Multiple elements, including genetics, the physical environment, chemical exposure, parenting, and cultural norms, contribute to how we mature and interact with others. In social and cultural contexts, our frontal cortices facilitate associative expression (Tang and Fox, 2016). Dopamine, which is released in the brain during video game play, is a powerful reinforcer of learning and behavior.

Using a mix of communication (micro content analysis of game play) and neurology, researchers at sought to capture the antisocial impacts of playing violent video games. An advanced violent video game was used to observe the players' behavior. Brain activity patterns were linked with game play utilizing an applied within-subject, event-related functional magnetic resonance imaging (FMRI) research design, allowing for differentiation between virtual violent and nonviolent behaviors (Metzger and Paxton, 2016). A frame-by-frame analysis of each player's gameplay was performed. Researchers compared the brain activity of people playing violent video games to that of people playing nonviolent video games and found that the activity of the amygdala and the rostral anterior cingulate cortex was actively suppressed while activity in the dorsal anterior cingulate cortex was increased (Stermer and Burkley, 2015). The results of the study showed that extremely immersive virtual worlds and actual encounters elicited similar brain responses. Here, violent video games are able to trigger the same neural responses as real-world aggression (Lam, Cheng and Liu, 2013). Their findings suggested that aggressive thought and conduct indicative of real-world aggression are reflected in the brain patterns triggered by violent video game play (Anderson, Gentile and Dill, 2012). They also suggest that the Anterior Cingulate Cortex neural patterns may stand for a mechanism to dampen social feelings (like empathy) so that the player can concentrate on the game at hand (Yuan, Elhai, and Hall, 2021). Since players get positive reinforcement for negative actions (e.g., dopamine) and have no built-in safeguards against acting adversely toward others, they can easily be conditioned to do so in video games.

Playing video games on a computer has been linked to modifications in the brain's reward circuitry, similar to those seen in addicts (Adachi and Willoughby, 2013). Weinstein and Malkiel studied drug users and non-gamers with regards to their brain activity when playing video games. After playing a motorbike video game on a computer, healthy volunteers' dopamine receptor occupancy decreased by 10.5% in the caudate compared to pre-game levels of binding, suggesting an increase in dopamine production and binding to its receptors (Bec, 2012). Researchers found no correlation between "ecstasy" video game play and increased dopamine receptor occupancy in former chronic "ecstasy" users (Adachi, and Willoughby, 2013). This lends credence to the idea that people who regularly partake of psychostimulants have a diminished sensitivity to natural rewards and suggests that those who are addicted to playing computer games may similarly exhibit a diminished dopamine response to cues related to their addiction (Blackburn, and Scharrer, 2019). That would imply that playing video games has the potential to provide players with the same pleasurable effects as the real thing, and that, like with drug addiction, the more frequently you play, the less pleasure you get out of it. As a result, gamers can feel compelled to up the stakes of their games or spend more time with them. Addiction to video games has also been linked to isolation, stress, despair, a lack of motivation to interact with others, and even aggressive behavior.

Another study indicated that young males are more prone to have unhealthy video gaming habits, especially when it comes to playing MMORPGS (Giaccardi et al., 2016). Despite the fact that the vast majority of high-volume gamers favored different genres of games, playing video games was linked to lower results on questionnaires measuring happiness and higher scores for those measuring anxiety and despair.

Under-Representation and Over-Sexualisation of Female Characters

Unfortunately, the gaming industry as a whole, including gaming publications, game reviews, and game trailers, contributes to the underrepresentation and oversexualization of women in video games (Przybylski and Weinstein, 2019). Also of interest are the communities and subcultures devoted to video games, which include players, creators, and critics of the medium. The portrayal of women in video games has been the subject of much discussion (Przybylski and Weinstein, 2019). There are often two main concerns here: the representation of women in games, and the lack of women in games.

According to an early content analysis of popular video games Chapleau and Oswald (2014), 41% of these titles lacked any female protagonists. Women were portrayed as sex objects in 28% of these works and the major victims of violence in 21%. Male characters were frequently shown as the protagonists, leading us to the conclusion that female characters in video games are generally portrayed in a sexist and one-dimensional manner. It's not a lone piece of data, though; further research haven't painted a brighter image. Growing empirical data indicates that female-gendered gaming characters are typically underrepresented, underutilized, and portrayed in a hypersexualized or seductive manner compared to their male counterparts (Anderson and Warburton, 2012).

Patterns emerge in both game coverage and promotional videos. As an illustration, Stermer and Burkley (2015) analyzed the text of game reviews and found results consistent with those of video game content analysis. Men's playable characters were frequently praised whereas women's were rarely praised beyond their sexual beauty. However, less than 1% of the evaluations that addressed male characters made any sort of sexual allusion to them. Male protagonists are typically shown as violent and overly macho Fox and Potocki (2016), exhibiting stereotypically masculine traits including indifference to romantic interests, disdain for women, a penchant for risk, and an acceptance of the idea that physical violence is intrinsic to the male psyche.

After playing a First-Person Shooter (FPS) game in which male participants are asked to assault sexualized female foes, the players are more likely to display violent sexism against women in real life, according to the study's authors (Gray, 2014). Oversexy and underrepresented female characters in video games undermine efforts to eradicate prejudice based on gender. This problem is not only a matter of how women are shown physically; it also affects the freedom and options given to female video game protagonists.

Female Character Agency and Player Control in Gendered Game Worlds

Finally, female characters are commonly allocated passive rather than active roles, often as nonplayer characters (NPCs) rather as playable characters, which perhaps deepens the association with a conventional picture of women in society and may perpetuate gender prejudice in games. Women are rarely shown as strong protagonists or as the ones carrying out acts of violence, and they are more commonly seen as helpless victims or "damsels in distress" (Lewis, Rowe and Wiper, 2017). Fixing this might require including more female characters who are given non-traditional roles in games, such as active agents or killable enemies. Recent video games have made an effort to redress this imbalance by including both male and female protagonists and antagonists. It is expected that improved gender equality in video games, achieved through the casting of women in non-traditional roles, would help challenge traditional gender role preconceptions, which may manifest in players' views, in-game behaviors, and even outside of the gaming context.

Academics have paid attention to female character agency, but this has surprisingly not been explored in relation to gender-related beliefs and behaviors. Instead, studies have focused on player agency in relation to avatar identification, the Proteus effect, immersion, presence, and pleasure of games (Fox and Potocki, 2016). Few studies have examined the connections between player agency and other game elements, such as sexism or violence. When it comes to the problem of gendered violence in video games and its related negative impacts, for instance, it is unclear whether the outcomes were caused by the actual killing of women or by the sexual objectification of women in the games themselves. They utilized a playthrough segment Ohno (2022) in which the player has sex, kills a "hooker," and then goes to a lap-dancing club. More emphasis was placed on sexual objectification than on violence or death in most games. Second, the study's participants did not really play a video game; instead, they watched another person play on a big projection screen. This also undermines player agency, which is arguably one of video games' most important features. Therefore, studies that have examined some of these concerns consistently and extensively are still missing.

Violent Video Games and Aggression-Based Theoretical Debates

There has been a lot of recent interest in studying the effects of playing violent video games on young people's hostility (Przybylski, Weinstein and Murayama, 2017). Anderson et al., using the General Aggression Model (GAM), postulated that exposure to violent video games is an antecedent variable of aggressive behavior. This means that the more time one spends playing such games, the more aggressive they will become (Long et al., 2018). Exposure to violent video games strongly predicts teenage aggressiveness, as shown in related longitudinal research (Buckley and Anderson (2012), event-related potential investigations and trials involving juvenile delinquents (Przybylski and Weinstein, 2019).

Others have given several explanations for why playing violent video games makes people more aggressive, but Anderson et al. were adamant on utilizing the GAM. For instance, one meta-analysis by concluded that violent video games have a little effect on young people's aggressive behavior. Meanwhile, argued that the effect of violent video games on teenage aggressiveness may be affected by the publishing bias (or file drawer effect). The term "publication bias" refers to the disproportionate number of times that publications reporting favorable outcomes (such as statistical significance) are published compared to those reporting negative ones (Sambasivan et al., 2019). After accounting for publication bias, the research that the authors of a meta-analysis considered failed to find a strong correlation between playing violent video games and acting aggressively. Then, in contrast to the GAM, Ferguson et al. introduced the Catalyst Model (CM). This theory suggests that a propensity for aggression can be passed down from generation to generation, influencing both temperament and personality. Individuals with aggressive temperaments or personalities are more inclined to resort to violent action under stressful situations. People who already have a violent disposition may be prompted to act violently by circumstances in their immediate surroundings. Environment can not directly create aggressive behavior, but it can reduce the impact of biological factors. According to the CM theory, playing violent video games doesn't cause aggressiveness, but rather, it functions as a catalyst to shape the type of aggression a person displays (Cruea and Park, 2012). Aggression in adolescents is linked to factors including antisocial tendencies, peer pressure, and family history, but not to video game violence per se, according to a large body of research.

Anderson and coworkers Ferguson (2015) claimed that Ferguson et alinvestigations .'s were seriously flawed due to methodological issues, and they reaffirmed the reliability of their own results. Some academics agreed with Anderson et al. but disagreed with Ferguson's assessment (Lewis, Rowe and Wiper, 2017). On the other hand, Király et al. (2018) took a middle ground, arguing that conclusions drawn from the correlation between violent video games and aggressive behavior should be taken with a grain of salt.

In reality, there is a lot of nuance to the connection between violent video games and real-world hostility. In addition to the debate between the two models presented above on whether or not there is an influence, other research has investigated the potential effects of both internal factors, like normative beliefs about aggression, and external factors, like family environment, on the correlation between violent video games and aggressive behavior.

Normative Beliefs About Aggression and Violent Video Game Exposure

When we talk about the cognitive elements that influence teenage aggressiveness, normative ideas about violence are among the most crucial (Ortiz, 2019). Beliefs can be categorized as either "general" or "retaliatory." The former refers to an attitude toward violence in general, whereas the latter exhibits aggressive attitudes toward provoking circumstances. The likelihood of engaging in violent action is influenced by one's normative attitudes towards aggressiveness.

Violence was shown to be directly correlated with participants' normative ideas about aggression. The first is that teenage retaliation normative views can forecast adolescent retaliation conduct after 1 year, and that general normative ideas about violence can predict young people's physical, verbal, and indirect aggression (Ballard and Welch, 2017). Aggressiveness is linked to one's normative attitudes about aggression throughout time. Adolescents' normative ideas about aggressiveness are the single most critical factor in determining whether or not they would engage in cyberbullying (Irmak and Erdogan, 2016). Teens who hold more aggressive normative ideas are more likely to engage in bullying behavior themselves and to be targeted as victims of both face-to-face and online forms of hostility (Crenshaw and Nardi, 2014). Finally, bystander encouragement and participation in both traditional and online forms of bullying may be strongly predicted by individuals' normative ideas about aggressiveness (Lewis, Rowe and Wiper, 2017).

Bandura's social cognitive theory suggests that exposure to graphic violence in video games might spark an interest in observational learning among teenagers. They can learn by watching the model's aggressive actions, and they may even come to regard aggressive conduct as normal. As a result, adolescents' preexisting attitudes about what constitutes appropriate violence might act as a moderator between their exposure to violent media and their own aggressive behavior (Palaus, 2017). Gender, history of aggressiveness, and parental supervision have not been proven to affect the mediating effect of normative views about aggression.

Research Design and Methodological Procedures for Gaming Perception Analysis

Methodological Orientation and Data Collection Scope

The procedures involved in the data collection methods are demonstrated in this chapter. The chapter also explains the research study philosophy, methods and design used. The target population has also been shown in this chapter and the sampling strategy and the research ethics used in this study. The collection and analysis of data in this chapter is intended to be guided by the following research questions:

Interpretivist Research Philosophy and Subjective Meaning-Making

An individual's research philosophy may be defined as an overarching set of beliefs about the world and the role that knowledge plays in influencing that reality (Jamshed, 2014). The two most popular research ideologies are positivism and interpretivism. Those who hold the constructivist view argue that researchers are limited in their ability to conduct objective observations of reality because it depends on their own assumptions and interpretations, whereas those who hold the positivist view argue that researchers can observe reality independently of themselves. In contrast to positivism, which has its origins in the hard sciences and focuses emphasis on testing hypotheses and identifying logical or mathematical proof that results from statistical analysis, interpretivism views reality as mostly subjective since it is fashioned by human perspectives (Adhabi and Anozie, 2017). Because of this, positivists frequently use large samples and objective data.

The interpretivist methodology is central to this investigation. Positivism's inability to satisfactorily meet social scientists' worries prompted the emergence of interpretivism (Marshall et al., 2013). In order to shed light on the complexities of social phenomena, the research seeks to get an understanding of the world through the eyes of the study subjects Peters and Halcomb (2015), based on a very small sample size.

Qualitative Inductive Research Approach

This study follows the interpretive research philosophy by employing a qualitative and inductive methodology. Rather than guiding a broad, overarching investigation, rich and nuanced data are used to guide a specific one (Rosenthal, 2016). Inductive analysis is a useful method for finding patterns and connections because it allows meanings to emerge from the data as it is being collected. This sort of in-depth analysis is the building blocks for a new hypothesis.

The fundamental goal of this study is to build a universally applicable theory for efficient design adaptation in companies by examining design-driven strategy in organizations. Since this is an interpretivist study, we need to use qualitative methods and inductive analysis to get to our end aims.

With qualitative research, the researcher can keep gathering and analyzing data until they are confident that no new problems are emerging (Muylaert et al., 2014). Narratives and images collected through in-depth interviews and participant observation provide the bulk of qualitative research's data (McGrath, Palmgren and Liljedahl, 2019).

Non-Random Sampling and Semi-Structured Interview Design

Non-random sampling based on the researcher's own opinion was used since it is considered a strength of interpretivist research. It was required to apply judgemental sampling in a few cases when a potential participant admitted they lacked the necessary competence but were aware of other staff members in their company who did. The researcher had a mostly trouble-free sampling procedure, with the exception of this one snag, because everyone he or she contacted was eager to take part in the study.

The exact number of participants in the sample was not determined in advance. Instead, the goal of the study was to reach data saturation, at which point further participation would not add any meaningful information to the analysis (Jamshed, 2014). Each interview, whether in person or through Skype, lasted around 45 minutes. To ensure that she devoted her whole attention to the interviews, the researcher did not take notes. Instead, with participants' consent, interviews were recorded on video and transcribed at a later time.

Lo Iacono, Symonds and Brown (2016) maintains that interviews are the most effective method for unearthing insider knowledge based on a person's position or expertise, as well as other complex and subtle phenomena such as attitudes, sentiments, and experiences. This is crucial to accomplishing the study's research goals. For this reason, semi-structured interviews were chosen as the method of data collection for this study.

Any questions are prepared in advance to make sure the conversation covers the major themes of interest Baker and Edwards (2017), however the researcher is free to disregard some of the pre-prepared questions in favor of allowing the interviewee elucidate on intriguing issues that may come up during the interview.

The time commitment involved in conducting interviews is one of the major downsides of using interviews as a research method. The process of conducting an interview begins with the selection of participants and continues with making contact with them to arrange convenient interview times. Time-consuming procedures such as conducting interviews, recording data, and assessing findings follow (Anyan, 2013). Despite the fact that this research method is labor- and time-intensive, the researcher felt that the benefits of getting in-depth data justified the effort.

The purpose of these discussions was to get insight into the benefits and drivers behind studying in a foreign country. The detailed accounts and reflections of the participants on their successes, failures, and hurdles in becoming more design driven provided insights into real-world issues, the many perspectives on design, and the myriad possible preconditions for success.

Questionnaire and Interview-Based Data Collection Procedures

I will mainly use a qualitative method. I will do a questionnaire on the gaming forum first to gain some fundamental data. For example, the age of the players, the sex of the players, and what kind of games they like. Considering that the questionnaire will be distributed mainly on game forums in China, it has certain limitations. Therefore, the main purpose of the questionnaire is to find problems and make a general judgment on whether the game will affect people’s cognition. To gain a deeper understanding of how gaming affects perceptions of gender and violence, I will conduct more in-depth interviews to gain clearer evidence. The interviewees will be mainly composed of players, and if conditions permit, I will also collect words from game makers. The questionnaires will be given to 32 people while interviews will involved 5 respondents.

Inductive Thematic Analysis and Pattern Identification

The qualitative information gathered through interviews was analyzed using an inductive theme-based approach. Since the purpose of the study is to theorize from the facts, thematic analysis is an inductive analytical approach whose primary objective is to develop themes from raw data (Marshall et al., 2013). Due to the researcher's preference for semi-structured interviews and an adaptable qualitative research approach, the processes of theme analysis can be modified to better suit the researcher's goals throughout data analysis.

Thematic analysis may be used to successfully capture the complexity of meaning inside a dataset (Gray, Wong-Wylie, Rempel and Cook, 2020). By contrasting the participants' perspectives, descriptions, and comments, the researcher used thematic analysis to discover themes in the data. A theme might be an interpretation of the event's hidden characteristics or an overall notion based on recurrent thoughts and observations in the data. The researcher might use the subjects to guide his or her interpretation of the data. Analyses included a comparison of topic frequencies, an examination of the relationship between themes, and the identification of co-occurring themes. There was a retirement of some older themes, a consolidation of others into a single overarching notion, and the introduction of some newer themes during this process. Then, we documented our findings, classified them by topic, and developed a set of guidelines detailing the most crucial factors to think about and the best ways to adjust designs.

Reliability and Validity Measures in Qualitative Inquiry

Presentation of collected and analyzed empirical data is required for study validity, while evidence of the study's fairness is emphasized for reliability (Muylaert et al., 2014). Using interview scripts allowed the interviewer to concentrate on asking the right questions and assessing the facts they gathered. We used secondary data from a wide range of sources since doing so would add credibility to our study and provide much-required confirmation.

Ethical Approval, Consent, Confidentiality, and Data Protection Procedures

Before making first contact with individuals, the researcher had previously received approval for the project from the university's Research Ethics Committee. The University Research Ethics Committee's recommendations for the responsible conduct of research informed the development of many overarching principles that were adhered to throughout the study's planning and execution.

Before, during, and after the interviews, the researcher took a number of measures to assure their ethical conduct. The setting and aims of the study, what it means to take part in the study, and the possible benefits and risks of doing so were all outlined on a Participant Information Sheet (available upon request) that was given to each person being interviewed. Before participating in any way, everyone included in this study gave their informed consent. All participants were given ten days from the end of the initial interview to make a final decision on whether or not to continue taking part in the study. The researcher called and emailed each participant in the study to get their consent before publishing their complete names, occupations, and places of work in the study (available upon request). Everyone who was asked gave their full, enthusiastic agreement to have their true identities and roles exposed. Some respondents preferred to be identified just as "representative of their industry" rather than by their exact place of employment. Last but not least, as the participants were asked numerous detailed questions about the inner workings of their various organizations, their participation was approved by a senior person in each company unless the individual himself/herself had a senior role.

Thus, the researcher took measures to ensure that the research's raw data and personally identifiable information were accessible only to the researcher (Rossetto, 2014). Before beginning interviews, all participants provided informed consent, and all data (including interviews, recordings, and transcripts) were securely archived. All raw data were removed once the results were released.

Empirical Findings and Analytical Discussion of Gaming, Gender, and Violence Perceptions

Overview of Questionnaire and Interview Analysis

This section presents the results of the analysis that was conducted in this paper in relation to the methodology that was provided in the previous section. The first section deals with analysis the results of the questionnaire and the second section deals with the analysis of the thematic analysis.

Questionnaire-Based Frequency Analysis of Player Responses

In this section a number of analysis was done in the paper to achieve the objectives of the paper. As a first step we start with the frequency tables analysis

Frequency Distribution of Demographic and Gaming Behavior Variables

what is your gender

Frequency

Percent

Valid Percent

Cumulative Percent

Valid

Male

17

53.1

53.1

53.1

female

15

46.9

46.9

100.0

Total

32

100.0

100.0

The table above presents the results of the analysis that was conducted when the respondents were asked of their gender. As per the analysis above, out of the 32 respondents 17 of them were female and 15 of them were male. The researcher was interested in ensuring that the number of the male and female respondents was nearly equal as this would form the basis of the research in answering its key objectives.

How many hours do you spend Playing online games per day?

Frequency

Percent

Valid Percent

Cumulative Percent

Valid

1-2 hours

6

18.8

18.8

18.8

3-4 hours

14

43.8

43.8

62.5

4-6 hours

12

37.5

37.5

100.0

Total

32

100.0

100.0

The researcher was also interested in the number of hours that the respondents stay watching a program online. The respondents were therefore asked the number of hours that they spend playing a game. From the table above, most of the respondents spend a time of 3-4hours a day playing and watching the games online. This was accounted for by 43.8% of the respondents followed by those who spent 4-6 hours a day gaming. They accounted for 37.5% of the total number of respondents.

Video games cause aggressive behavior

Frequency

Percent

Valid Percent

Cumulative Percent

Valid

agree

12

37.5

37.5

37.5

Disagree

4

12.5

12.5

50.0

Neutral

3

9.4

9.4

59.4

strongly agree

10

31.3

31.3

90.6

strongly disagree

3

9.4

9.4

100.0

Total

32

100.0

100.0

The researcher was also interested in whether the video games players themselves believed that the games are a cause of aggressive behaviors. The results of the analysis are therefore presented in the table above. From the table, we note that 12 of the respondents agreed with the statement, 10 strongly agreed with the statement, 4 disagreed, 3 were neutral and 3 strongly disagreed. From the results we note that there was a large number of the respondents that agreed that video games are a cause of the aggressive behaviors

Violent video games that simulate real world fights and destruction might confuse kids between fantasy and reality thus leading to aggressive behaviors.

Frequency

Percent

Valid Percent

Cumulative Percent

Valid

agree

12

37.5

37.5

37.5

Disagree

3

9.4

9.4

46.9

Neutral

2

6.3

6.3

53.1

strongly agree

12

37.5

37.5

90.6

strongly disagree

3

9.4

9.4

100.0

Total

32

100.0

100.0

The effect of the simulation of real fights on the aggressive behaviors on the respondents was also analyzed in the research paper and the results of the analysis is presented in the table above. From the results of the table above, 12 of the respondents strongly agreed that the simulated games can cause a confusion on children leading to aggressive behaviors. 12 of the respondents agreed to the statement, 2 were neutral, 3 strongly disagreed, and 3 disagreed.

If kids already suffer from mental issues, violent games could add to their behavior problems

Frequency

Percent

Valid Percent

Cumulative Percent

Valid

agree

11

34.4

34.4

34.4

Neutral

5

15.6

15.6

50.0

strongly agree

13

40.6

40.6

90.6

strongly disagree

3

9.4

9.4

100.0

Total

32

100.0

100.0

Also, the paper sought to determine if the players have a mental issue and how it could lead to aggressive behavior. The results of this analysis is presented in the table above. From the table above, we note that 13 of the respondents strongly agreed to the statement while 11 agreed to the statement. 3 strongly disagreed, and 5 were neutral while there was no one who disagreed.

I play video games that include strong language, blood and gore, violence or other inappropriate content

Frequency

Percent

Valid Percent

Cumulative Percent

Valid

agree

10

31.3

31.3

31.3

Disagree

1

3.1

3.1

34.4

Neutral

4

12.5

12.5

46.9

strongly agree

13

40.6

40.6

87.5

strongly disagree

4

12.5

12.5

100.0

Total

32

100.0

100.0

The preference to the video games that the respondents play was analyzed and the results are presented in the table above. From the table, we note that there is a large number of respondents that agrees that they love watching the violent movies. 13 of the respondents strongly agreed, 10 agreed, 4 were neutral, 1 disagreed, and 4 strongly disagreed.

I play violent video games because its fun to do illegal things without consequence

Frequency

Percent

Valid Percent

Cumulative Percent

Valid

agree

13

40.6

40.6

40.6

Disagree

3

9.4

9.4

50.0

Neutral

2

6.3

6.3

56.3

strongly agree

12

37.5

37.5

93.8

strongly disagree

2

6.3

6.3

100.0

Total

32

100.0

100.0

The researcher also asked why the gamers love to play violent games. The first of this analysis was did the respondents play the games because it was fun to do illegal things without consequences? The results are presented in the table above and from the results, 13 of the respondents agreed, 12 strongly agreed, 3 disagreed, 2 were neutral, and 2 strongly disagreed.

I play violent games because I love the rush in the games

Frequency

Percent

Valid Percent

Cumulative Percent

Valid

agree

10

31.3

31.3

31.3

Disagree

1

3.1

3.1

34.4

strongly agree

15

46.9

46.9

81.3

strongly disagree

6

18.8

18.8

100.0

Total

32

100.0

100.0

As a continuation of the study on the reason why the gamers love to play violent games, the researcher asked the respondents if they loved the games because of the rush. From the analysis, we note that the characters loved to play the games because of the rush. This is indicated by the 15 numbers of the respondents who strongly agreed and 10 who agreed as presented in the table above.

Cross-Tabulation of Gender and Violent Game Preferences

The analysis in this section also focuses on the impact of video games on gender equality. It also looks at the perception of different genders on aggressive behaviors that are in video games. One way to do it quantitatively is by the use of cross tabulation. Cross tabulation, sometimes called contingency tables or cross tabs, is a statistical technique for analyzing the relationships between sets of data. Furthermore, it illustrates how correlations shift from one set of variables to another.

Gender Differences in Preference for Violent Games

This section will explore which of the genders has a preference for violent movies. As a first analysis we look at the gender that prefers violent games because its fun doing illegal things. These are presented in the table below.

I play violent video games because its fun to do illegal things without consequence * what is your gender Crosstabulation

Count

what is your gender

Total

Female

Male

I play violent video games because its fun to do illegal things without consequence

agree

2

11

13

Disagree

1

2

3

Neutral

1

1

2

strongly agree

2

10

12

strongly disagree

1

1

2

Total

7

25

32

From the table above, we note that a large percentage of the female respondents did not agree to playing violent games because they did not agree that it was fun playing the games. On the contrary a lot of Males agreed that it was fun. This shows that there is a big gender gap in the preference for the movies that are violent or aggressive.

Independent Samples Testing of Gender-Based Gaming Perceptions

The analysis in this section is focused on the impact of video games on gender equality. T-tests are used as an inferential statistic to determine if there is a statistically significant difference between the means of two groups and the relationships between them. T-tests are used when the data set has unknown variances and a normal distribution, such as the data set obtained from flipping a coin 100 times. The t-test is a hypothesis-testing procedure in statistics that utilizes the t-statistic, t-distribution values, and degrees of freedom to determine statistical significance. By taking a percentage of each set for the t-test, we can mathematically establish the problem statement. In other words, it assumes that the two means are equal, which is the null hypothesis. The formulas are used to calculate values and then compared to the normative values. It follows that the null hypothesis, the default assumption, is either approved or disapproved. Once the null hypothesis is rejected, it's clear that the data points are meaningful and likely not coincidental.

Testing for genders and their preference for violent movies

T-test in SPSS provides two values that can be used for the interpretation. One if the levenes test which is a test for the equality of variance of the sample. It has the null hypothesis that the variable of the data sample is equal. Homogeneity of variance is an assumption of the T-test and therefore has to be satisfied.

Levene's Test for Equality of Variances

F

Sig.

.045

.834

From the table above, we have a p-value of 0.834. The p-value is greater than 0.05 the statistical significance value that has been selected for the analysis. From the results of the analysis, we can say that there is equal variance in the results.

Independent Samples Test

t-test for Equality of Means

t

df

Sig. (2-tailed)

Mean Difference

Std. Error Difference

95% Confidence Interval of the Difference

Lower

Upper

I play video games that include strong language, blood and gore, violence or other inappropriate content

Equal variances assumed

.610

30

.006

.294

.482

-.690

1.278

Equal variances not assumed

.607

28.801

.008

.294

.484

-.697

1.285

From the results of the table above, its sufficient to conclude that the means of the genders are not equal implying that the preference for the violent games is not the same for all of the genders.

Gender and Self-Perceived Gaming Competence

The believe that the participants have on their ability to play the games was also analyzed in the paper. T-test was used to determine if there is a difference in their perception of what they believe that the genders can offer. The results are presented in the table below.

Levene's Test for Equality of Variances

F

Sig.

7.121

.072

The table above is the levenes test and the results indicates that there is equal variance in the sample thus satisfying the assumption of equal variance of the t-test.

Independent Samples Test

t-test for Equality of Means

t

df

Sig. (2-tailed)

Mean Difference

Std. Error Difference

95% Confidence Interval of the Difference

Lower

Upper

I consider my self as a perfect gamer

Equal variances assumed

-1.943

30

.001

-.953

.490

-1.954

.048

Equal variances not assumed

-1.890

23.016

.071

-.953

.504

-1.996

.090

The table above, presents the results of the analysis of the t-test. The p-value on the assumed equal variance is 0.01 which indicates that the perception on the capability of the respondent’s ability to play is influenced by gender. It implies that a person of a certain gender has a high confidence on their ability to play the game. The results here indicate gender inequality on the ability of the individuals to play games.

Gendered Perceptions of Female Gamer Streamer Representation

This section looks at the perceptions of the genders on the lack of a female game streamer.

Levene's Test for Equality of Variances

F

Sig.

.486

.491

the table above presents the results of the levenes test and from the table the p-value is 0.491 which is an indication of the presence of equal variances.

Independent Samples Test

t-test for Equality of Means

t

df

Sig. (2-tailed)

Mean Difference

Std. Error Difference

95% Confidence Interval of the Difference

Lower

Upper

Do you believe that there is a lack of female gamer streamers?

Equal variances assumed

-1.902

30

.067

-.753

.396

-1.562

.056

Equal variances not assumed

-1.888

28.358

.069

-.753

.399

-1.569

.064

From the table above, the p-values are greater than 0.05 which is an indication that the means are equal. It implies that all the genders agreed that there is a lack of a female gamer. This shows that all the genders are aware of gender inequality in terms of the female gamers.

Gender Differences in Experiences of Verbal Abuse During Online Gaming

The paper also looked at how the different genders are affected in terms of verbal abuse while playing the games online. This section presents the t-test of the analysis that was conducted.

Levene's Test for Equality of Variances

F

Sig.

12.137

.002

From the table above, we have a levenes test p-value of 0.002. This as indication that there is unequal variance in the sample.

Independent Samples Test

t-test for Equality of Means

t

df

Sig. (2-tailed)

Mean Difference

Std. Error Difference

95% Confidence Interval of the Difference

Lower

Upper

I get verbal abuse whileplaying online

Equal variances assumed

-2.625

30

.014

-1.220

.465

-2.169

-.271

Equal variances not assumed

-2.527

20.266

.020

-1.220

.483

-2.225

-.214

From the t-test table above, we have a p-value of 0.020 which indicates that the abuses that are experienced by the gamers is different for each of the genders.

Gender and Voice Participation in Online Multiplayer Spaces

Levene's Test for Equality of Variances

F

Sig.

6.702

.015

From the Levenes test above, we assume that there are unequal variance as the p-value is lower than

Independent Samples Test

t-test for Equality of Means

t

df

Sig. (2-tailed)

Mean Difference

Std. Error Difference

95% Confidence Interval of the Difference

Lower

Upper

I avoid speaking on online multiplayer because I am afraid of a negative reaction from the other gamers.

Equal variances assumed

-1.698

30

.100

-.804

.473

-1.771

.163

Equal variances not assumed

-1.650

22.736

.113

-.804

.487

-1.813

.205

From the test above, we note that the power of speaking is the same for all genders. It implies that there are those who cannot speak equally in the gaming platforms.

Interview-Based Thematic Analysis of Gendered Gaming Experiences

This section presents the results of the analysis that was conducted for the five interviews in the analysis. The results of the interviews are presented as themes and the themes are discussed in this section in detail.

Player Inequality and Gendered Participation in Gaming Culture

These theme is an indication of the gender inequality in the number of female players that can participate in gaming. As per the analysis there was a vast difference in the number of females who took part in gaming. Surveys conducted within the gaming industry have shown that, over the course of time, the gender ratio has become closer to equal, and since the 2010s, it has been discovered that women make up approximately half of all gamers. Historically speaking, female gamers have been considered to be a minority. Women are grossly underrepresented in certain gaming genres, such as first-person shooters and grand strategy games, where the gender ratio is very different depending on the type of game being played. The respondents were quick to point out that they have never come across a female gamer in their experience. Respondent A, a male gamer who is 28 years old and has been gaming for more than a decade, stated that he had never played a game with a female gamer. Respondent A is an online gamer who plays games. This demonstrates how widespread the problem of gender inequality is in the gaming business in Asia. Nevertheless, the respondents were quick to point out that the majority of the audience members that they have encountered when competing in a competition have been female. According to the findings of the research, the reason for this phenomenon is that male gamers always begin their sessions earlier than their female counterparts do and, as a result of the cultural norms in Asia, they spend a significantly longer amount of time playing video games.

Harassment Experienced by Female Players in Online Gaming

This theme was common and was obtained from the female respondents in the analysis who claimed that they had experienced harassment of a different kind while playing a game online. Respondent C a 21 year old female indicated that she had once in a game got while playing games online. the respondents indicated that they had experience this while playing online and even offline with some of their friends. Respondents C also narrates here own story where she indicates who one of the players told here that there are never real female gamers. she even stated that the gamer who she did not know online even threatened here of rape. " he threatened that if he knew where I was he would stalk me and rape me". Respondent E indicated that a gamer once told here that that she should go and make him a sandwich because that is what women are known to be good at.

Gendered Views of Gaming, Social Media, and Player Identity

The adolescents' impressions of how boys and girls are directed toward different screen activities was the other theme that emerged from their discussions. In line with the findings of the poll, the participants thought of males when they thought of video gaming, and they thought of girls when they thought of social networking. One boy in the 9th grade stated that boys and girls spend roughly the same amount of time participating in screen activities, but that boys spend the majority of their time participating in gaming while girls spend the majority of their time participating in social media. A young lady in the tenth grade related the story of how she and some of her friends used to text each other on social media so frequently that their parents were forced to institute a regulation that prohibited the usage of social media after 8:30 in the evening. She explained the distinct roles that social media and video games play in her life, saying, "I do think it's enjoyable to play video games, but now that I have Snapchat and things, I've kind of started chatting a lot more with people there." She referred to Snapchat as her "go-to" social media platform. Many different forms of social media, including Facebook, Snapchat, and Instagram, were mentioned as being used by both boys and girls. However, boys did not place the same social significance on social media as they did on gaming. One student in the eighth grade shared his thoughts, saying, "I play a lot. That takes up the most of my time. Even though I have accounts on many social media platforms, I rarely use them.

The boys frequently referred to themselves as "gamers" in conversation. According to their definition, a "gamer" is a person who plays video games for recreation on a regular basis. One young man in the ninth grade who identified as a gamer shared his perspective on how gaming was an essential component of his life, saying, "I play every day. Right now, a lot of people are playing Grand Theft Auto, CounterStrike, and Minecraft. Sometimes I'll play with folks from my class, and other times I'll play with people I've made acquaintances with online. The boys talked about how video gaming is a diverse medium, ranging from small games played on mobile apps (like Candy Crush) to massive games with open worlds (e.g., World of Warcraft). However, some types of games and titles were considered to be more true to the spirit of the medium than others. Playing video games on a console or PC was regarded by the boys as "real" and "hardcore" gaming, whereas playing video games on a tablet or smartphone was described as "casual" gaming. One of the most avid video game players reacted angrily when another student revealed that some girls at school play a horse game called "Howrse" on tablets. This individual exclaimed, "Hell no, it's not a genuine video game".

Every single one of the young women we talked to had at least some background in the world of electronic entertainment. The majority of participants played at least one game on their mobile device, including Candy Crush Saga, Roblox, Color Road, and The Sims. In spite of the fact that they did play these games on occasion, the majority of the time when asked about their relationship to gaming, the girls responded with statements such as "It's just a pastime for me" or "It's just something I occasionally do in vacations or when I'm traveling" or "I don't sit down and do it for its own sake" or "You won't find me sitting at a computer or Playstation." Only one of the girls openly admitted that playing video games was one of her hobbies. On the other hand, she conveyed a lack of enthusiasm for certain aspects of gaming culture and video games in general.

Interpretation of Gender Inequality, Harassment, and Competitive Gaming Culture

From the analysis, we note that video games have the ability to propagate gender inequality. Critics of the video game industry believe that the seeming lack of interest shown by women in the industry is due to two factors: the stereotyped portrayal of women in video games and the prevalence of misogynistic views among professional and hardcore players. Women who worked in the video game industry in 2012 came up with the idea to use the hashtag #1reasonwhy in order to draw attention to the pervasiveness of sexism in the workplace, the oversexualization of female characters, a lack of concern for issues that impact women, and the pay gap between men and women.

Despite the fact that gameplay, mechanics, and other similar aspects of game design have been characterized as gender-neutral, it has been demonstrated that the presentation of games has a significant gender relation. This is the case even though games have been shown to have this relation. The majority of gamers play video games as a way to escape into a world of fantasy, and the gender of the game's protagonist often influences how well they can identify with and support the game's main character. The capacity of a character to feel real to the player is highly valued, and this is especially true when it comes to the gender of the character, which is something that gamers of both sexes appreciate. Despite this, a research conducted in 2009 indicated that the protagonists of the vast majority of video games are male. The report was made public by New Media and Society. As one of the contributing factors, Erin Hamilton notes the difficulty of "combining femininity with feminism in a good video game" as an example. Some people believe that when female characters in video games behave in a manner that is sexually or physically provocative, it sends detrimental messages not only to female players but also to male players about the ideal body type and sexual norms. Young children are more likely to internalize these beliefs, particularly if they can relate to the depiction of the female figure. In addition, the suggestive clothing choices made by female video game characters, such as Lara Croft from the Tomb Raider series, might be insulting to certain women.

Despite the fact that some male players were responsible for the harassment of female gamers and the over-sexualization of the characters, many males working in the gaming business continue to believe that there is a problem with the excessive sexualization of female characters in video games. It has been suggested by some male gamers that the guidelines that govern the sexualization of women in video games should also be applied to the sexualization of men in games, and that it is acceptable to sexualize either gender in video games under certain conditions. There are also gender-based prejudices that each group believes to be true about gamers, just as there are disparities in the kinds of games that are played the most frequently by men and women. According to the findings of a study that was recently published in the Journal of Broadcasting and Electronic Media, frequent female gamers are more likely to disagree with preconceived notions about gender in gaming and are drawn to a narrower range of gaming genres than their male counterparts. Additionally, frequent female gamers tend to play games that are more violent than their male counterparts.

To put it another way, as opposed to males, who are driven by their achievements or the tasks they complete, women are motivated by societal factors (Williams et al., 2009). In the evaluation of gamers' skills, there were found to be no statistically significant disparities in ranking between the sexes (Shen et al., 2016). This demonstrates how the findings go counter to the results of other studies that have discovered a difference in cognitive levels between males and females. In addition, the findings hint to disparities in skill levels between the sexes, which are likely the product of prior gaming experience rather than intrinsic differences. This explanation is supported by the findings (Shen et al., 2016). The participants believe that providing females with the same level of access to video games as boys will provide them with a greater opportunity to enter the field of competitive gaming. Previous research (Lucas and Sherry, 2004; Jenson and de Castell, 2011) reveals that women are not at a disadvantage when it comes to learning how to play video games; yet, our findings call into question the concept that men are more skilled than women in electronic sports. Similarly, previous research suggests that if there hadn't been sexism in the stereotype threat, female players of League of Legends would likely have a leg up on the competition and a lower attrition rate. This is because there wouldn't have been any sexism in the stereotype threat. It is possible that the stereotype threat had an effect on our female participants, as previous research has demonstrated that harassment and contempt are factors that contribute to female apathy toward competitive League of Legends (LoL) play. When it comes to the usefulness of gaming as a tool for education, our research lends validity to the assumption that it makes little difference whether or not a person is a man or a woman when it comes to the worth of gaming. It's possible that the reliability and validity of this study could be improved by conducting additional research on the most effective strategies and materials for boosting one's engagement with video games and technology.

Interviews conducted for the purpose of this research offered a detailed breakdown of the elements that contribute to gender discrepancy. Previous research has demonstrated that there is no straightforward approach to closing the gender gap in the gaming industry (Jensen and de Castell, 2010; Lucas and Sherry, 2004). The findings from the interviews and the surveys, on the other hand, painted a picture that was congruent with regard to how gender roles in gaming are perceived and how unfairness may be addressed. In addition, it is not fun when male players in gaming harass female competitors. This study found that female gamers are less likely to participate in gaming until they reach a competitive level due to harassment from opponents. This finding is in line with previous research that found women lack confidence in their gaming talents while holding a sufficient level of gaming skills (Shen et al., 2016). Riot Games, the developers of League of Legends, have made strides in this direction by granting "Honor" badges to players who report instances of harassment or verbal abuse and by granting honor badges to players who are supportive and friendly to their opponents (McWhertor, 2012). More research needs to be done on the association between sexual harassment and the participation of women in order to improve the judicial system and increase the severity of punishments for harassers. They will be able to improve their playing abilities, and future research could focus on the various effects of stereotype threat with an emphasis on gaming. The solutions will help identify the areas in which female players feel the urge to quit, and they will provide a better understanding of their motivation to play games. Therefore, sfemales would feel more comfortable continuing to play games and would be more likely to compete if men did not act antagonistically toward female gamers and instead worked to establish a community that was friendlier and cleaner for women. This would also increase the likelihood that women would compete. According to findings from earlier studies, there is a potential for a narrowing of the gender gap in gaming if the existing social environment, which is unfavorable to female gamers, were to undergo a transformation (Ratan et al., 2015). Similar data implies that women are more likely to take on supporting responsibilities and may even consider themselves in this fashion, which may explain why they are more likely to do so (Ratan et al., 2016). Our research leads us to believe that despite the fact that women are qualified to work in a variety of support professions within the gaming business, expertise within the game itself is prioritized far more highly than any preconceived preconceptions regarding gender. When it comes to casting their characters, do supportive roles place a greater emphasis on game-playing abilities or gender concerns? This is a question that may be investigated in a potentially instructive study in the future.

In addition, the data lend credence to the idea that stereotyping might have negative consequences. Harassment can take many forms, including the use of insulting language, the assignment of women to menial or unpaid work, and so on. To demonstrate this, however, we will need to investigate the dangers of stereotyping that might arise from playing competitive online games and other types of video games in greater depth.

A few of the females that we talked to suggested that we cater to female preferences in terms of aesthetics and design. Women, contrary to what is commonly believed, are more inclined to collaborate on projects and network with one another in order to successfully complete tasks (Ray, 2004). Despite the fact that studies have shown that women are just as capable of playing competitive games as men, it stands to reason that if both the emotional and the competitive goals of a game are reached, participants of all sexes will be satisfied with their experience (Ray, 2004). In spite of the fact that these minor differences in preference between men and women might not appear to be all that significant, the video game business, which is dominated by men, ought to make an effort to change that. More research is required to figure out how to build games that are more gender neutral and appealing to players of all sexes. Thorough research increases the likelihood of producing a game that is welcoming to all players.

Integrated Findings and Research Limitations on Gender and Violence in Gaming

Synthesis of Findings on Gender Equality and Gaming Participation

The findings of this study into the gender gap that exists in gaming were gleaned from the perspectives of both male and female League of Legends players in order to get to the bottom of the issue and come up with potential remedies. Is it true that men are more likely to take the lead in gaming competitions? When will women ultimately achieve parity with men in terms of income and benefits? The hypothesis that men and women engage video games in fundamentally different ways has not been borne up by either historical or contemporary research. In spite of this, the research that has been done in the past to determine what it would take to close the gender gap that exists in the gaming culture of today has been put into doubt by this article. By conducting surveys, conducting in-depth interviews, and using grounded theory, the researchers were able to get a greater understanding of the contextual and behavioral factors that influence female game culture. There is no difference in ability between males and females when it comes to playing video games; nonetheless, there are many distinct types of players.

It has been established that achieving gender equality in gaming is impossible without the participation of women in the industry. It is a common misconception that women have less value than men, which contributes to the already existing inequality in male-dominated markets. It was wonderful to see that males had attitudes that were supportive as well as mature regarding the participation of women in the development of gaming. Despite the fact that this is a predominantly male-dominated sector, in order for them to find a solution to the issue at hand, they will need to cast aside whatever stereotyped beliefs they may have about either gender. It's possible that those striving to make the gaming community more welcoming of players of both sexes may want some assistance; in order to provide that assistance, additional tools ought to be integrated into online games. If we want to make the internet a safer place for everyone, those who harass others ought to suffer more severe consequences. If an honorary police system is put into place, the gaming community as a whole will become cleaner, and gaming will more swiftly become inclusive of gamers of both sexes.

Study Limitations Relating to Sampling, Culture, and Game Context

Because the participants in this study self-selected and self-reported their information, it is highly possible that the data obtained from this study contain errors and are not typical of the entire population. The probability is exceedingly remote given that the information was given voluntarily and had no influence on the investigation. It comes to reason that given that the vast majority of participants were aware of the gender gap in eSports, their responses would vary due to their better familiarity with the topic as well as the intensity of their convictions on it. When there is a lower number of people in the sample, there is a greater variety of responses that could be given; as a result, the results could be considered non-standardized. To strengthen the reliability and validity of the findings, however, further research should analyze a larger sample without regard to cultural barriers and reveal any discrepancies that are found. Because this was a qualitative study that allowed for the development of grounded theory, different scales were unfortunately required.

The participants came from a variety of cultural backgrounds, which is another potential limitation of this study. Even though the vast majority of participants were Korean (80%), all of them were native English speakers, and they had all been residing in the United States during the course of the interviews, there is still a possibility that cultural differences will persist. The findings can turn out differently based on the countries the volunteers hailed from all around the world. The conclusions of this investigation should be considered valid because South Korea is currently regarded as a global leader in the field of electronic sports. If a larger study were to be conducted with volunteers hailing from all different countries, and if the findings of that study were comparable to the findings of this study, then the validity and reliability of the findings of this study would be increased. A further point to consider is that Confucianism, which forms the philosophical basis of Korean society, has a long-standing custom of assigning males to positions of power.

This study also made use of League of Legends to investigate gender disparities in the workplace. It is beyond reasonable doubt that League of Legends was the video game that sold the most copies in 2017. However, it does not include all of the eSports titles that are currently available. It's possible that different games will give you different answers to the same problems. Furthermore, it is quite unlikely that the play's style, cultural background, or any of the other criteria are typical of the broader population. The vast majority of respondents to the survey expressed a desire for increased infrastructure support for eSports. For example, the most important competitions in the field of eSports are typically hosted in major urban centers. Even though the business is still in its infancy, many gamers are excited about the prospect of eSports expanding. After the competitive gaming market has reached a steady state, the same kind of investigation needs to be carried out. As a result of things continuing to get better, game makers will focus more of their emphasis on ensuring that their games promote gender balance. These transitions could occur gradually as the industry advances in their development. If a study of the same nature is conducted in the next decade and yields the same findings, it is possible that a great deal of speculation will be necessary to explain the gender difference in eSports. The findings of this study are positive because they indicate that there will be progress toward gender equality over the course of the next decade, despite the fact that there are still numerous challenges to overcome. The results of this study can be extended to a significant degree because MOBA games will continue to be played extensively in esports events until a genre that is more suitable as a replacement becomes available. As virtual reality (VR) games are forecasted to become increasingly popular in the not-too-distant future, investigations that investigate the underlying reasons of gender imbalance in this environment and possible solutions to the problem may become increasingly important. Across a similar vein, doing the research in a variety of locations around the country not only increases the study's validity but also decreases the likelihood of making an error during its execution.

Reference List for Gaming, Gender, Violence, and Methodological Sources

Adachi, P.J. and Willoughby, T., 2013. Do video games promote positive youth development?. Journal of Adolescent Research, 28(2), pp.155-165.

Adhabi, E. and Anozie, C.B., 2017. Literature review for the type of interview in qualitative research. International Journal of Education, 9(3), pp.86-97.

Anderson, C.A. and Warburton, W.A., 2012. The impact of violent video games: An overview. Growing up fast and furious: Reviewing the impacts of violent and sexualised media on children, pp.56-84.

Anderson, C.A., Gentile, D.A. and Dill, K.E., 2012. Prosocial, antisocial, and other effects of recreational video games.

Anyan, F., 2013. The influence of power shifts in data collection and analysis stages: a focus on qualitative research interview. Qualitative Report, 18, p.36.

Baker, S. and Edwards, R., 2017. How many qualitative interviews is enough? Expert voices and early career reflections on sampling and cases in qualitative research. National centre for research methods review paper.

Ballard, M.E. and Welch, K.M., 2017. Virtual warfare: Cyberbullying and cyber-victimization in MMOG play. Games and culture, 12(5), pp.466-491.

Beck, V.S., Boys, S., Rose, C. and Beck, E., 2012. Violence against women in video games: A prequel or sequel to rape myth acceptance?. Journal of interpersonal violence, 27(15), pp.3016-3031.

Behm-Morawitz, E. and Ta, D., 2014. Cultivating virtual stereotypes?: The impact of video game play on racial/ethnic stereotypes. Howard Journal of Communications, 25(1), pp.1-15.

Blackburn, G. and Scharrer, E., 2019. Video game playing and beliefs about masculinity among male and female emerging adults. Sex Roles, 80(5), pp.310-324.

Brockmyer, J.F., 2015. Playing violent video games and desensitization to violence. Child and Adolescent Psychiatric Clinics, 24(1), pp.65-77.

Buckley, K.E. and Anderson, C.A., 2012. A theoretical model of the effects and consequences of playing video games. In Playing video games (pp. 427-446). Routledge.

Chapleau, K.M. and Oswald, D.L., 2014. A system justification view of sexual violence: Legitimizing gender inequality and reduced moral outrage are connected to greater rape myth acceptance. Journal of Trauma & Dissociation, 15(2), pp.204-218.

Coyne, S.M., Warburton, W.A., Essig, L.W. and Stockdale, L.A., 2018. Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence. Developmental psychology, 54(10), p.1868.

Crenshaw, N. and Nardi, B., 2014, October. What's in a name? Naming practices in online video games. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (pp. 67-76).

Cruea, M. and Park, S.Y., 2012. Gender disparity in video game usage: A third-person perception-based explanation. Media Psychology, 15(1), pp.44-67.

Ferguson, C.J., 2015. Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspectives on psychological science, 10(5), pp.646-666.

Fox, J. and Potocki, B., 2016. Lifetime video game consumption, interpersonal aggression, hostile sexism, and rape myth acceptance: A cultivation perspective. Journal of interpersonal violence, 31(10), pp.1912-1931.

Fox, J. and Tang, W.Y., 2014. Sexism in online video games: The role of conformity to masculine norms and social dominance orientation. Computers in human behavior, 33, pp.314-320.

Fox, J. and Tang, W.Y., 2017. Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New media & society, 19(8), pp.1290-1307.

Fox, J., Bailenson, J.N. and Tricase, L., 2013. The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior, 29(3), pp.930-938.

Fox, J., Ralston, R.A., Cooper, C.K. and Jones, K.A., 2015. Sexualized avatars lead to women’s self-objectification and acceptance of rape myths. Psychology of Women Quarterly, 39(3), pp.349-362.

Gestos, M., Smith-Merry, J. and Campbell, A., 2018. Representation of women in video games: A systematic review of literature in consideration of adult female wellbeing. Cyberpsychology, Behavior, and Social Networking, 21(9), pp.535-541.

Giaccardi, S., Ward, L.M., Seabrook, R.C., Manago, A. and Lippman, J., 2016. Media and modern manhood: Testing associations between media consumption and young men’s acceptance of traditional gender ideologies. Sex Roles, 75(3), pp.151-163.

Gray, K., 2014. Race, gender, and deviance in Xbox live: Theoretical perspectives from the virtual margins. Routledge.

Gray, L.M., Wong-Wylie, G., Rempel, G.R. and Cook, K., 2020. Expanding qualitative research interviewing strategies: Zoom video communications. The Qualitative Report, 25(5), pp.1292-1301.

Irmak, A.Y. and Erdogan, S., 2016. Digital game addiction among adolescents and young adults: A current overview. Turkish Journal of Psychiatry, 27(2), pp.1-10.

Jamshed, S., 2014. Qualitative research method-interviewing and observation. Journal of basic and clinical pharmacy, 5(4), p.87.

Jenson, J. and De Castell, S., 2011. Girls@ Play: An ethnographic study of gender and digital gameplay. Feminist Media Studies, 11(2), pp.167-179.

Király, O., Griffiths, M.D., King, D.L., Lee, H.K., Lee, S.Y., Bányai, F., Zsila, Á., Takacs, Z.K. and Demetrovics, Z., 2018. Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), pp.503-517.

Lam, L.T., Cheng, Z. and Liu, X., 2013. Violent online games exposure and cyberbullying/victimization among adolescents. Cyberpsychology, Behavior, and Social Networking, 16(3), pp.159-165.

Lewis, R., Rowe, M. and Wiper, C., 2017. Online abuse of feminists as an emerging form of violence against women and girls. British journal of criminology, 57(6), pp.1462-1481.

Lo Iacono, V., Symonds, P. and Brown, D.H., 2016. Skype as a tool for qualitative research interviews. Sociological research online, 21(2), pp.103-117.

Long, J., Liu, T., Liu, Y., Hao, W., Maurage, P. and Billieux, J., 2018. Prevalence and correlates of problematic online gaming: a systematic review of the evidence published in Chinese. Current Addiction Reports, 5(3), pp.359-371.

Lopez-Fernandez, O., Williams, A.J. and Kuss, D.J., 2019. Measuring female gaming: Gamer profile, predictors, prevalence, and characteristics from psychological and gender perspectives. Frontiers in psychology, 10, p.898.

Lopez-Fernandez, O., Williams, A.J., Griffiths, M.D. and Kuss, D.J., 2019. Female gaming, gaming addiction, and the role of women within gaming culture: A narrative literature review. Frontiers in Psychiatry, 10, p.454.

Lucas, K. and Sherry, J.L., 2004. Sex differences in video game play: A communication-based explanation. Communication research, 31(5), pp.499-523.

Marshall, B., Cardon, P., Poddar, A. and Fontenot, R., 2013. Does sample size matter in qualitative research?: A review of qualitative interviews in IS research. Journal of computer information systems, 54(1), pp.11-22.

McGrath, C., Palmgren, P.J. and Liljedahl, M., 2019. Twelve tips for conducting qualitative research interviews. Medical teacher, 41(9), pp.1002-1006.

McWhertor, M., 2012. The League of Legends team of scientists trying to cure ‘toxic behavior’online. Polygon. com.

Metzger, S.A. and Paxton, R.J., 2016. Gaming history: A framework for what video games teach about the past. Theory & Research in Social Education, 44(4), pp.532-564.

Muylaert, C.J., Sarubbi Jr, V., Gallo, P.R., Neto, M.L.R. and Reis, A.O.A., 2014. Narrative interviews: an important resource in qualitative research. Revista da Escola de Enfermagem da USP, 48, pp.184-189.

Ohno, S., 2022. The link between battle royale games and aggressive feelings, addiction, and sense of underachievement: Exploring esports-related genres. International Journal of Mental Health and Addiction, 20(3), pp.1873-1881.

Ortiz, S.M., 2019. “You can say I got desensitized to it”: How men of color cope with everyday racism in online gaming. Sociological Perspectives, 62(4), pp.572-588.

Palaus, M., Marron, E.M., Viejo-Sobera, R. and Redolar-Ripoll, D., 2017. Neural basis of video gaming: A systematic review. Frontiers in human neuroscience, p.248.

Peters, K. and Halcomb, E., 2015. Interviews in qualitative research. Nurse Researcher (2014+), 22(4), p.6.

Przybylski, A.K. and Weinstein, N., 2019. Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report. Royal Society open science, 6(2), p.171474.

Przybylski, A.K., Weinstein, N. and Murayama, K., 2017. Internet gaming disorder: Investigating the clinical relevance of a new phenomenon. American Journal of Psychiatry, 174(3), pp.230-236.

Ray, S.C., 2004. Data envelopment analysis: theory and techniques for economics and operations research. Cambridge university press.

Rosenthal, M., 2016. Qualitative research methods: Why, when, and how to conduct interviews and focus groups in pharmacy research. Currents in pharmacy teaching and learning, 8(4), pp.509-516.

Rossetto, K.R., 2014. Qualitative research interviews: Assessing the therapeutic value and challenges. Journal of social and personal relationships, 31(4), pp.482-489.

Sambasivan, N., Batool, A., Ahmed, N., Matthews, T., Thomas, K., Gaytán-Lugo, L.S., Nemer, D., Bursztein, E., Churchill, E. and Consolvo, S., 2019, May. " They Don't Leave Us Alone Anywhere We Go" Gender and Digital Abuse in South Asia. In proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-14).

Shao, R. and Wang, Y., 2019. The relation of violent video games to adolescent aggression: An examination of moderated mediation effect. Frontiers in psychology, 10, p.384.

Shen, C., Ratan, R., Cai, Y.D. and Leavitt, A., 2016. Do men advance faster than women? Debunking the gender performance gap in two massively multiplayer online games. Journal of Computer-Mediated Communication, 21(4), pp.312-329.

Stermer, S.P. and Burkley, M., 2015. SeX-Box: Exposure to sexist video games predicts benevolent sexism. Psychology of Popular Media Culture, 4(1), p.47.

Stermer, S.P. and Burkley, M., 2015. SeX-Box: Exposure to sexist video games predicts benevolent sexism. Psychology of Popular Media Culture, 4(1), p.47.

Tan, J., 2017. Digital masquerading: Feminist media activism in China. Crime, Media, Culture, 13(2), pp.171-186.

Tang, W.Y. and Fox, J., 2016. Men's harassment behavior in online video games: Personality traits and game factors. Aggressive behavior, 42(6), pp.513-521.

Williams, D., Martins, N., Consalvo, M. and Ivory, J.D., 2009. The virtual census: Representations of gender, race and age in video games. New media & society, 11(5), pp.815-834.

Yuan, G., Elhai, J.D. and Hall, B.J., 2021. The influence of depressive symptoms and fear of missing out on severity of problematic smartphone use and Internet gaming disorder among Chinese young adults: A three-wave mediation model. Addictive Behaviors, 112, p.106648.

Related Papers
Browse all