"YOU PLAY LIKE A GIRL" - DIVA
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“You play like a girl” An investigation of the gender-typing of Esports as well as the effect of gender stereotypes on player performances Kevin Shaw GYMNASTIK- OCH IDROTTSHÖGSKOLAN Självständigt arbete på grundnivå: 23:2021 Fristående kurs: Idrott III VT 2021 Handledare: Kerstin Hamrin Examinator: Karin Söderlund
Abstract Purpose and research questions: The purpose of this study has been to critically examine Esports through a gender perspective. The study therefore investigated the gender-typing of Esports and if these stereotypes affect players’ performance. The research questions were: Do players gender-type Esports to be a neutral, feminine, or masculine sport? Do gender stereotypes in Esports affect female players’ performance? Do gender stereotypes in Esports affect male players’ performance? Method: A quantitative research design was used, and two different surveys were sent out to respondents. Both surveys contained the exact same information and questions on the first page. These were aimed at answering questions regarding gender-typing (i.e. if the respondents perceived Esports to be a neutral, feminine or masculine activity and how appropriate they perceived Esports to be for women respectively men). The survey’s second page had identical questions on both surveys, however the respondents got to see different texts of information (stereotypes) depending on which survey they participated in. The first survey (Group 1) included two different conditions groups (women = stereotype threat; men = stereotype lift) and primed the respondents with the stereotype that “women are inferior to men in Esports”. The second survey (Group 2) also included two different condition groups (men = stereotype threat; women = stereotype boost) and primed the respondents with the alternative stereotype manipulation that “women are equally as good as men in Esports”. After participating in the surveys, the respondents played three games of Counter-Strike: Global Offensive that were then analyzed against the respondents’ three most recent matches before partaking in the study. As such, the players’ performance could be evaluated and a result could be determined (i.e. either an improvement or impairment in performance). A control group (Group 3) that did not partake in the surveys was used as a reference group and to evaluate the participants’ performances. As a total, 290 persons participated in the study, of which 50 were women and 240 men. Results: The results showed that the players perceived Esports to be more of a masculine sport. For the stereotype effects on players’ performance, an ANOVA of the results showed that stereotype threat had a statistically significant effect on female players’ performance (p = .008), whereas stereotype boost did not. For the men, the results showed that neither stereotype threat nor lift had any statistically significant effect on male players’ performance. Conclusion: The findings suggest that players gender-type different aspects of Esports in different ways. The participants perceived Esports to be more of a masculine activity but on the other hand to be almost equally as appropriate for women and men. As a whole, the respondents perceived Esports to be more of a masculine sport than neutral or feminine. The findings from this study also suggest that women in Esports are more affected by gender stereotypes than men are, and that negative gender stereotypes about women’s ability may impair female players’ performance. Finally, the findings suggest that the awareness as well as the occurrence of gender stereotypes in Esports are widespread among players. However, players in Esports consider themselves to not fully endorse these stereotypes but believe that other players do, especially the negative stereotypes about women’s ability in Esports. This finding generates an interesting area for further research and investigation.
Sammanfattning Syfte och frågeställning: Syftet med denna studie har varit att kritiskt granska Esport ur ett genusperspektiv. Studien undersökte därmed könsstereotypningen (”gender-typing”) av Esport samt huruvida dessa stereotyper påverkar spelares prestationer. Frågeställningarna var: Könsstereotypar spelare Esport som en neutral, feminin eller maskulin sport? Påverkar könsstereotyper inom Esport kvinnliga spelares prestationer? Påverkar könsstereotyper inom Esport manliga spelares prestationer? Metod: En kvantitativ forskningsdesign användes, och två olika enkäter skickades ut till respondenter. Båda enkäterna innehöll exakt samma information och frågor på den första sidan. Dessa var ämnade att besvara frågor kring könsstereotypning (dvs. om respondenten ansåg Esport var en neutral, feminin eller maskulin aktivitet samt hur lämpligt de ansåg Esport vara för kvinnor respektive män). Enkätens andra sida hade identiska frågor på båda enkäterna men respondenterna fick ta del av olika texter av information (stereotyper) beroende på vilken enkät de deltog i. Den första enkäten (Grupp 1) inkluderade två olika tillståndsgrupper (kvinnor = stereotype threat; män = stereotype lift) och grundade respondenterna med stereotypen att ”kvinnor är sämre än män inom Esport”. Den andra enkäten (Grupp 2) inkluderade även den två olika tillståndsgrupper (män = stereotype threat; kvinnor = stereotype boost) och grundade respondenterna med den alternativa manipulationen av stereotypen att ”kvinnor är lika bra som män inom Esport”. Efter att ha deltagit i enkäterna spelade respondenterna tre matcher av Counter-Strike: Global Offensive som sedan analyserades mot respondenternas tre senaste matcher innan de deltog i studien. Som sådant, kunde spelarnas prestationer utvärderas och ett resultat kunde fastställas (dvs. antingen en förbättring eller en försämring i prestation). En kontrollgrupp (Grupp 3) som inte deltog i enkäterna användes som referensgrupp och för att utvärdera deltagarnas prestationer. Totalt deltog 290 personer i studien varav 50 var kvinnor och 240 män. Resultat: Resultatet visade att spelarna uppfattade Esport som mer av en maskulin sport. Angående stereotypeffekterna på spelarnas prestationer visade en ANOVA av resultaten att stereotype threat hade en statistisk signifikant effekt på kvinnliga spelares prestationer (p = .008), medan stereotype boost inte hade det. För männen så visade resultaten att varken stereotype threat eller lift hade någon statistisk signifikant effekt på manliga spelares prestationer. Slutsats: Resultaten tyder på att spelare könsstereotypar olika aspekter av Esport på olika sätt. Deltagarna uppfattade Esport som mer av en maskulin aktivitet men å andra sidan som lika lämpligt för kvinnor och män. Som helhet uppfattade respondenterna Esport som mer av en maskulin sport än neutral eller feminin. Resultaten från denna studie tyder även på att kvinnor inom Esport påverkas mer av könsstereotyper än män och att negativa könsstereotyper om kvinnors förmåga kan försämra kvinnliga spelares prestationer. Slutligen, resultaten tyder på att medvetenheten samt förekomsten av könsstereotyper inom Esport är utbredd bland spelarna. Spelarna inom Esport anser dock inte att de själva stödjer dessa stereotyper fullt ut men tror att andra spelare gör det, särskilt de negative stereotyperna om kvinnors förmågor inom Esport. Detta resultat genererar ett intressant område för vidare forskning och undersökningar.
Table of Contents ABSTRACT ............................................................................................................................................. SAMMANFATTNING ........................................................................................................................... 1. INTRODUCTION ............................................................................................................................. 1 1.1 DEFINITIONS.................................................................................................................................................. 2 1.2 BACKGROUND ............................................................................................................................................... 4 1.3 PROBLEM BACKGROUND ............................................................................................................................... 5 1.4 PROBLEM DISCUSSION ................................................................................................................................... 8 2. THEORETICAL FRAMEWORK ................................................................................................ 12 2.1 SOCIAL ROLE THEORY ................................................................................................................................. 12 2.2 GENDER-TYPING OF SPORTS ........................................................................................................................ 15 2.3 STEREOTYPE THREAT THEORY .................................................................................................................... 17 2.4 STEREOTYPE LIFT THEORY .......................................................................................................................... 20 2.5 STEREOTYPE BOOST THEORY....................................................................................................................... 21 3. PURPOSE & RESEARCH QUESTIONS..................................................................................... 22 3.1 HYPOTHESES ............................................................................................................................................... 23 4. METHOD......................................................................................................................................... 24 4.1 DESIGN ........................................................................................................................................................ 24 4.2 APPROACH .................................................................................................................................................. 24 4.3 QUANTITATIVE METHOD ............................................................................................................................. 24 4.3.1 Online survey...................................................................................................................................... 24 4.3.2 Sampling ............................................................................................................................................. 27 4.3.3 Statistical analysis of performance ..................................................................................................... 30 4.4 OPERATIONALIZATION ................................................................................................................................ 30 4.4.1 Survey................................................................................................................................................. 30 4.4.2 Statistical analysis .............................................................................................................................. 33 4.5 QUANTITATIVE QUALITY MEASURES ........................................................................................................... 34 4.5.1 Validity ............................................................................................................................................... 34 4.5.2 Reliability ........................................................................................................................................... 34 4.6 ETHICS ........................................................................................................................................................ 35 4.7 METHOD OF ANALYSIS ................................................................................................................................ 36 4.8 LIMITATIONS ............................................................................................................................................... 37 5. RESULTS ......................................................................................................................................... 37 5.1 DEMOGRAPHICS .......................................................................................................................................... 37 5.1.1 Gender ................................................................................................................................................ 37 5.1.2 Age ..................................................................................................................................................... 38 5.1.3 Identification as gamer ....................................................................................................................... 39 5.1.4 Level of play ....................................................................................................................................... 39 5.2 GENDER-TYPING OF ESPORTS ...................................................................................................................... 41 5.3 STEREOTYPE ENDORSEMENT ....................................................................................................................... 42 5.4 STEREOTYPE AWARENESS ........................................................................................................................... 44 5.5 PERFORMANCE OUTCOME ON THE TASK (MATCHES) ................................................................................... 46 5.5.1 Female players’ performance ............................................................................................................. 47 5.5.1.1 Group 1 (female players): stereotype threat ........................................................................... 47 5.5.1.2 Group 2 (female players): stereotype boost ........................................................................... 47 5.5.1.3 Group 3 (female players): control group ................................................................................ 48 5.5.2 Male players’ performance ................................................................................................................. 49 5.5.2.1 Group 1 (male players): stereotype lift .................................................................................. 49 5.5.2.2 Group 2 (male players): stereotype threat .............................................................................. 50 5.5.2.3 Group 3 (male players): control group ................................................................................... 51 5.5.3 Analysis of variance (ANOVA) ......................................................................................................... 52 5.5.3.1 ANOVA (female groups) ....................................................................................................... 52 5.5.3.2 ANOVA (male groups) .......................................................................................................... 54
6. DISCUSSION .................................................................................................................................. 55 6.1 GENDER-TYPING OF ESPORTS ...................................................................................................................... 55 6.2 GENDER STEREOTYPE EFFECTS ON PERFORMANCE ...................................................................................... 58 6.2.1 Gender stereotype effects on female players’ performance ................................................................ 58 6.2.2 Gender stereotype effects on male players’ performance ................................................................... 60 6.3 REFLECTION OF METHOD ............................................................................................................................. 62 7. CONCLUSION ................................................................................................................................ 63 7.1 FURTHER RESEARCH.................................................................................................................................... 64 REFERENCES ........................................................................................................................................ List of Figures Figure 1.1 Esports revenue growth ........................................................................................................................ 5 Figure 1.2 Difference in earnings between genders in Esports and traditional sports ............................................ 6 Figure 1.3 Share of participation between genders in Esports, gaming and traditional sports ............................... 7 Figure 2.1 Process model of social role theory .................................................................................................... 14 Figure 2.2 The present study’s proposed model of stereotype effects on players’ performance .......................... 22 Figure 4.1 Timeline for the study’s surveys and collection of data ...................................................................... 26 Figure 4.2 Model used for measuring performance (HLTV-rating 1.0)............................................................... 33 Figure 5.1 Gender representation ......................................................................................................................... 38 Figure 5.2 Age representation .............................................................................................................................. 38 Figure 5.3 Gamer identification ........................................................................................................................... 39 Figure 5.4 FACEIT rank ...................................................................................................................................... 40 Figure 5.5 Esportal rank ....................................................................................................................................... 40 Figure 5.6 Gender-typing of Esports as an activity .............................................................................................. 41 Figure 5.7 Gender-appropriatness of Esports ....................................................................................................... 42 Figure 5.8 Stereotype endorsement of female players’ level of play ................................................................... 43 Figure 5.9 Stereotype endorsment of male players’ level of play ........................................................................ 44 Figure 5.10 Stereotype awareness of female players’ level of play ..................................................................... 45 Figure 5.11 Stereotype awareness of male players’ level of play ........................................................................ 46 Figure 5.12 Bar chart for female players with difference in performance means across condition groups .......... 54 Figure 5.13 Bar chart for male players with difference in performance means across condition groups ............. 55 List of tables Table 4.1 Collectors for the surveys ..................................................................................................................... 27 Table 4.2 Number of respondents and dropouts for the study regarding the gender-typing of Esports ............... 28 Table 4.3 Number of respondents and dropouts for the study regarding stereotype effects on performance ....... 29 Table 4.4 Number of respondents that completed the task of playing three matches........................................... 29 Table 4.5 Operationalization of surveys ............................................................................................................... 31 Table 4.6 Constants (averages of players) ............................................................................................................ 34 Table 4.7 Cronbach’s alpha .................................................................................................................................. 35 Table 5.1 Female players in Group 1’s performances on the matches (condition: stereotype threat for women) 47 Table 5.2 Female players in Group 2’s performances on the matches (condition: stereotype boost for women) 48 Table 5.3 Female players in Group 3’s performances on the matches (condition: control group for women) ..... 48 Table 5.4 Male players in Group 1’s performances on the matches (condition: stereotype lift for men) ............. 49 Table 5.5 Male players in Group 2’s performances on the matches (condition: stereotype threat for men) ........ 50 Table 5.6 Male players in Group 3’s performances on the matches (condition: control group for men) ............. 51 Table 5.7 Descriptive statistics for mean difference in performance among the condition groups ...................... 52 List of Appendixes Appendix 1 – Literature search ................................................................................................................................ i Appendix 2 – Esports and gaming landscape ......................................................................................................... iii Appendix 3 – Survey 1 (Group 1) .......................................................................................................................... iv Appendix 4 – Cronbach’s alpha ............................................................................................................................ vii Appendix 5 – ANOVA of female groups............................................................................................................. viii Appendix 6 – ANOVA of male groups .................................................................................................................. ix
1. Introduction Historically, Esports has had to live with a stigmatized image hanging over itself. The negative thoughts traditionally attributed to Esports originates from stereotypes formed about gaming and the people who played video games (Thiborg, 2006). Those who participated – often young men and so called “gamers” were seen as socially inept and undesirable. The consensus was that these individuals dedicated themselves to an unhealthy activity and that those who participated were less popular and less attractive – often described as nerds (Kowert, Griffiths & Oldmeadow, 2012; Kane & Spradley, 2017). Despite this, Almer et al. (2005) showed how common it actually was to play computer games. The authors (ibid) argued that in Sweden, there were more people that played computer games than football and ice hockey combined. Yet, gaming was seen as a form of subculture, where those who participated often were perceived to be of lower social status than other groups (Kowert, Festl & Quandt, 2014). Today the very best of professional Esports players are considered global superstars in the same way as in traditional sports, in many instances reaching the same level of social status (Thiborg, 2006). According to Jonasson & Thiborg (2010) the reason for this change in perception is an increased cultural- and social acceptance in society when it comes to computer games and the people who play them. As Esports have finally overcome the rough years of being outcast by society, it seems strange that not everyone has been welcomed into Esports itself. Just like traditional sports, Esports has traditionally been perceived as an area mainly reserved for men (Koivula, 1995; Plaza, Boiché, Brunel & Ruchaud, 2017; Ruotsalainen & Friman, 2018). As a result, women continue to be under-represented in Esports and research show that female players are at an increased risk of receiving harassment from other players (Ruvalcaba, Shulze, Kim, Berzenski & Otten, 2018). Gender stereotypes such as “women are less skillful than men” and “they don’t belong in Esports” continue to divide representation (e.g. Ratan, Taylor, Hogan, Kennedy & Williams, 2015; Kim, 2017; Paaßen, Morgenroth & Stratemeyer, 2017). Furthermore, studies in traditional sports literature have found that negative gender stereotypes can affect both participation and performance (Chalabaev, Sarrazin, Fontayne, Boiché & Clément-Guillotin, 2013). These findings cause concern about women’s future in Esports. Thus, the present study aims to critically 1
investigate the gender-typing of Esports as well as the potential effect that gender stereotypes may have on players’ performance. 1.1 Definitions Esports …a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the Esports system are mediated by human-computer interfaces. (Hamari and Sjöblom, 2017) The difference between Esports and gaming Even though Esports and gaming have a lot in common, it is important to highlight the difference between them. The fundamental difference of Esports compared to gaming is that a game can only be considered an Esport if it is competitive and played against other players, much like traditional sports. Gaming on the other hand is often played more casually and made up of a much broader spectrum; all video-, computer- and mobile games can be considered as gaming (see Appendix 1 for a presentation of the Esports and gaming landscape). Counter-Strike Global Offensive Counter-Strike Global Offensive (commonly known as CSGO) is one of the biggest Esport titles in the world. It is a successor to the renowned Counter-Strike 1.6 and was released on August 21st, 2012. Originally, Counter-Strike 1.6 was created as a modification for Half-Life but was later acquired by the game developer Valve Corporation, who then developed CSGO. The game is often played online, however, in the professional scene, tournaments are mostly played at a set location or more commonly known as LAN (Local Area Network). It is an FPS (First-Person Shooter) multiplayer game where the objective is to win rounds. The game is played 5-versus-5 and the team that reaches 16 rounds first win. The game can go to overtime if both teams reach 15 rounds. You play two halves, one as Counter-Terrorist (CT) and one as Terrorist (T). As Counter-Terrorist your objective is to defend two bombsites and prevent the opponent from planting and blowing up the bomb. As Terrorist your objective is the opposite, to attack the bombsites and blow up the bomb. To win a round you either have to eliminate all five opponents, defuse the bomb (as Counter-Terrorist) or blow up the bomb (as Terrorist). 2
You can also win a round as CT if the time (each round is 1 min 45 sec long) runs out and the opponent have yet to plant the bomb. The game revolves around an economy-based system where the players can buy weapons and utility that can be used to increase your chances of winning a round. In CSGO teams often apply tactics just like any other sport, hence, it is very team-based and every player in the team are assigned different roles. According to Clement (2021) there were 24 million active players in February of 2020. HLTV.org & rating HLTV.org provides coverage of the game Counter-Strike Global Offensive as well as statistics and ratings. It is the leading platform in delivering news, results and rankings about CSGO (Liquipedia, 2021). HLTV.org has also developed the popular rating systems “HLTV- rating 1.0” and later “HLTV-rating 2.0”, which serve to rate players’ performance on matches. This study uses HLTV-rating 1.0 to measure the respondents’ performance. Esportal.com Esportal.com is a Swedish-based platform which offers CSGO players better servers, a better matchmaking structure and an anti-cheat system to avoid cheaters. The users on the platform can search for matches, and in minutes, get matched with teammates and opponents from their own country. The built-in matchmaking system is intended to match players equally against each other based on their rank. The individual rank changes when you win or lose matches, you either gain or lose points (ELO). Most of the active users on Esportal come from the Nordics region but there are also players from other countries, e.g. Poland and Germany. According to Esportal, there are currently over 500,000 registered users on the platform (Esportal, 2021). Faceit.com Faceit.com is like Esportal an Esports platform where players can play with and against each other. It was created in 2011 and the company is based in the UK. The slight difference between Esportal and Faceit is that you can play other Esport titles on Faceit, nonetheless, most users play CSGO. Another difference is that users on Faceit are comprised of a more international character, with players from several different nationalities, whereas Esportal mostly focuses on Nordic players. 3
1.2 Background On October 19, 1972 the first ever video-game competition was held at Stanford University. The so called “Intergalactic Spacewar Olympics” provided a prize of a one-year subscription to the Rolling Stone magazine (Verhoeff, 2019). Through competitions like this, the term Electronic Sports emerged, which later changed into the abbreviation “Esports”. Although competitions were held as early as the 1970’s it wasn’t until the 2000’s that Esports really began to flourish. By large, the early progress of Esports can be deduced to the technical and digital development in society, e.g. the creation of the internet or “world wide web” (Jonasson & Thiborg, 2010). Esports had by this time established itself as a domain and people started to compete more seriously against each other which led to the creation of several organizations (Taylor, 2012). Other important key actors in the early days of Esports were tournament organizers, e.g. WCG, ESWC and CPL who made it possible for players to compete to a greater extent than before (Jonasson & Thiborg, 2010). In recent years, Esports has become increasingly popular and is now a global phenomenon with several million viewers (Hamari & Sjöblom, 2017). Despite the rapid growth, Esports has yet to be legitimized as a real sport in Sweden (Johansson, 2020). Due to lack of physical elements, the Swedish Sports Confederation (i.e. Riksidrottsförbundet) have declined applications on several occasions (Dagens Nyheter, 2019). Research however has found that Esports does in fact fulfill the requirements and characteristics of sports (Jonasson & Thiborg, 2010; Hamari & Sjöblom, 2017; Cunningham et al., 2018). Hence, the authors (ibid) argue that it should be considered a real sport. Other countries have already accepted Esports as an official sport, e.g. China, South Korea, Russia, France, United States, Germany and Finland (Taylor, 2012; Bräutigam, 2016; IESF, 2017; Tassi, 2013; Auxent, 2015; Anastasopoulos, 2018; Chen, 2020). Finally, Cunningham et al. (2018), argues that Esports indeed has a place in the future of sport management scholarship and discourse. Despite not being recognized as a sport in several countries, the number of players and viewers have continuously grown over the years (Newzoo, 2020) – demanding that brands and investors pay attention to Esports. The increase in popularity and the opportunity to connect and market to the notoriously hard-to-reach and highly sought-after demographic 4
group of esports (i.e. young people, especially males) have compelled companies to enter the Esports industry (Newzoo, 2016 b). Statistics from Newzoo (2016 a, 2017, 2018, 2019, 2020) and Souza (2015) show the historical growth of revenue within Esports and predicts it will be a billion-dollar industry in the near future (see Figure 1.1). Figure 1.1 Esports revenue growth Esports Revenue Growth (2014-2023)* 2000 $1598M Millions in dollars ($) 1500 $958M $950M 1000 $776M $655M $493M 500 $325M $194M 0 2014 2015 2016 2017 2018 2019 2020 2023 Note. *Covid revised projections for 2020-2023. As Esports continue to grow, most of the reports have historically focused on the financial benefits, leaving little room for issues regarding gender representation and gender inequalities. However, recent research has shown that gender issues are common within Esports (e.g. Hao et al., 2020; Paaßen et al., 2017). 1.3 Problem background As of late, the gender inequalities in Esports have become more and more apparent. For example, in 2018, Riot Games (arguably the largest Esports company in the world) were sued by their female employees over gender discrimination and decided to settle for 10 million dollars (Dean, 2019). Additionally, more than 70 women have recently spoken out about sexism and harassment within the gaming and Esports community (Lorenz & Browning, 2020). Allegations toward leading figures in the industry were posted on Twitter, leading to a #MeToo movement in Esports and gaming (Richardson, 2020). 5
Another typical gender inequality that occur frequently in everyday life as well in traditional sports, is the massive pay gap between men and women. Interestingly, a study by Women’s Sport Week (Thompson & Kopczyk, 2017) show encouraging developments; gender pay gap is narrowing, with 83% of traditional sports now compensating men and women equally. However, the top ten male athletes in traditional sports still earn 6x more than the top ten women do (Daniels, 2020; Badenhausen, 2020). When comparing Esports to traditional sports, statistics show an even greater divide between athletes as the top ten male players earn 43x more than the top ten women do (Esports Earnings, 2020). Figure 1.2 demonstrate the gender difference in total earnings within Esports and traditional sports. Figure 1.2 Difference in earnings between genders in Esports and traditional sports The difference in total earnings between genders within Esports and traditional sports 1000 $819,2M Millions of dollars ($) 800 600 Top 10 Women Top 10 Men 400 200 $135M $52,9M $1,23M 0 Traditional sports Esports Furthermore, when examining the gender participation rate, the divide in Esports become even more apparent. Women continue to be under-represented with slightly over one third of esports players being female (Interpret, 2019). In gaming on the other hand, women make up almost half (over 1 billion) of all gamers reports show, which is comparable to the gender participation rate for traditional sports in Sweden (Newzoo, 2019 b; Riksidrottsförbundet, 2019). Figure 1.3 shows the difference in gender participation within Esports, gaming and traditional sports. 6
Figure 1.3 Share of participation between genders in Esports, gaming and traditional sports Share of participation between genders in Esports, gaming and traditional sports 100% 54% 56% 65% 50% 46% 44% 35% 0% Esports Gaming Traditional sports Women Men Although women and men nowadays play video games in approximately equal numbers, Esports is still strongly associated with men – resulting in gender inequalities and negative stereotypes about women who participate (Paaßen et al., 2017). Further, Kendall (2011) argue that the nerd identity that is often associated with gamers is closely protected by a hegemonic masculinity and that women therefore are excluded from the community. Kendall (2011) also argue that gamers regularly described as “nerds” are often white males who enjoy computers. Moreover, Fox & Tang (2017) argue that the most common reason for women to discontinue their participation in gaming and Esports is harassment. The findings of Kuznekoff & Rose (2013) further strengthen this claim as female players are 3x more likely than men to receive negative comments about their voice, instigating women to have to use coping strategies (e.g. avoiding in-game communication) in order to mitigate stereotype threats. Furthermore, women that are good enough to achieve a moderate success are often rendered invisible, causing many women to feel unwelcomed and hesitant to enter the community (Paaßen et al., 2017). Consequently, negative gender stereotypes can heavily influence female participation rate (ibid). Studies in traditional sports have also shown that negative stereotypes can affect individuals’ performance through a phenomenon commonly referred to as “stereotype threat” (Chalabaev et al., 2013). Steele, Spencer & Aronson (2002) defines stereotype threat as “the fear of 7
stigmatized individuals to be judged or treated stereotypically”. It often relates to tasks that some people are perceived to be worse at than others and affect individuals whenever they become cognitive of a negative stereotype about themselves (Gentile, Boca & Giammusso, 2018). An example is the stereotype that women in Esports are less skillful than men (Paaßen et al., 2017). Negative gender stereotypes of women in Esports might therefore affect both performance and participation – ending up being a potential hazard to female players. Accordingly, Chalabaev et al. (2013) argue that negative stereotypes about females in the traditional sport context may hinder women from performing to their true potential. As a result, female athletes may underperform when exposed to a stereotype threat (Hively & El- Alayli, 2014). Moreover, being subjected to negative stereotypes on a regular basis have been shown to cause domain avoidance, self-handicapping and disengagement (Gentile et al., 2018). Such stereotypes may perhaps also cause females to avoid the domain of gaming and Esports. Indeed, Shaw (2012) argues that negative stereotypes can lead to women not identifying as gamers or not participating at all, hence men are more likely to identify as gamers (Paaßen et al., 2017). Considering these findings, the consequences of negative gender stereotypes in Esports have become an important subject for further discussion. 1.4 Problem discussion Researchers have extensively covered how gender stereotypes may negatively affect performance outcomes in the traditional sports domain. For example, Chalabaev, Sarrazin & Fontayne (2009) found that female soccer players with a high level of stereotype endorsement (i.e. that female soccer players are inferior to male players) performed significantly worse than others. Moreover, the authors (ibid) suggest that masculinity may be positively linked to perceived sports ability. This is consistent with the findings of Gentile’s et al. (2018) study, where the researchers found that the effect of negative stereotypes (i.e. stereotype threat) was significantly higher for sports that are perceived as particularly suited for males (masculine sports). Furthermore, Hermann & Vollmeyer (2016) researched female soccer players’ dribbling ability and found that females that were primed with a negative stereotype performed worse than those in the control group, thus replicating the study of Chalabaev, Stone, Sarrazin & Croizet (2008). Hively & El-Alayli (2014) researched female and male tennis and basketball student athletes. The authors (ibid) then primed the participants with the information that there were gender differences on the tasks. Results showed that female 8
athletes performed worse on the task and that women’s and men’s perception of general ability were affected by the information that ability differed between genders (ibid). Further, negative stereotype effects on performance have also been researched in the domain of golf- putting (e.g. Beilock & McConell, 2004; Beilock, Jellison, Rydell, McConnell & Carr, 2006; Stone & McWhinnie, 2008). For example, when expert male golfers were primed with a negative stereotype about themselves (i.e. that women are better at golf putting than men), their performance significantly decreased relative to the experts in the control condition (Beilock & McConell, 2004; Beilock et al., 2006). Stone & McWhinnie (2008) also researched golf-putting but investigated the effects of negative stereotypes on female players’ performance. The authors (ibid) found that females that were told that there are gender differences in sports, performed significantly worse than those in the control condition. In the domain of casual gaming some studies have researched stereotype effects on female players’ performance (e.g. Ratan & Sah, 2015; Vermeulen, Castellar, Janssen, Calvi & Van Looy, 2016; Kaye & Pennington; 2016; Kaye, Pennington & Mccann, 2018). Kaye & Pennington (2016) found that female gamers that were under stereotype threat underperformed on a casual gaming task relative to male players that were in the control condition. Correspondingly, Vermeulen et al. (2016) also researched stereotype threat effects on a gaming task. The authors (ibid) manipulated the leaderboard on the game “Super Puzzle Platform HD” to show three different conditions; 1) neutral (no gender information on the leaderboard), 2) stereotype boost (majority of female names on the leaderboard), and 3) stereotype threat (majority of male names on the leaderboard). Their findings showed that female gamers in the stereotype threat condition performed worse than the other groups (ibid). However, Kaye et al. (2018) later found contradicting results, i.e. that priming a negative gender stereotype did not have any significant negative effect on females’ gameplay performance. The authors (ibid) proposed two potential explanations for the non-significant result. The first explanation was that females’ participation rate in casual gaming is significantly greater than in other domains of gaming (e.g. Esports), and that they therefore may not be as under-represented and feel as stigmatized, resulting in a lowered susceptible to stereotype threat (ibid). The second explanation proposed by Kaye et al. (2018) was that casual gaming is not a “high stakes” setting in comparison to other settings (e.g. more competitive or professional types of gaming, i.e. Esports). As such, negative gender 9
stereotypes may not have as significant effect on female players’ performance in the domain of casual gaming compared to the domain of Esports. Further, the study by Vermeulen et al. (2016) showed no difference between the boost condition and the control condition, suggesting that exposing female gamers to a positive stereotype did not positively affect their performance. Kaye et al’s. (2018) findings also showed that gameplay performance was not affected by gender-manipulation of the gaming avatar, further strengthening the idea that a positive stereotype for females (i.e. choosing a female gaming avatar) does not positively affect performance. Ratan & Sah (2015) researched if gendered avatars (male or female) in gaming would affect performance on a math task. The respondents first played a digital sword-fighting game (using either a female or male avatar), then completed the math task. Results showed that participants that used a male avatar performed better at the math task than did those that played with a female avatar (ibid). Hao et al. (2020) extended the research of using gendered avatars further in the Esports domain. The authors (ibid) findings showed that gender-swapping (i.e. a female using a male avatar or a male using a female avatar) had an indirect effect on continuous participation in Esports. As far as the present author is aware, no other study of the potential effects of stereotypes on players’ performance have been conducted in the domain of Esports. Moreover, Gentile et al. (2018) argue that negative stereotypes about the gender- appropriateness of sports (e.g. that women should not play masculine sports) can affect female participation and performance. Indeed, sports has traditionally been perceived to be more appropriate for men than women (Gentile et al., 2018). The gender-typing of traditional sports has been extensively covered in research literature (e.g. Koivula, 1995; Koivula, 2001; Fontayne, Sarrazin & Famose, 2001; Hardin & Greer, 2009; Alvariñas-Villaverde, López- Villar, Fernández-Villarino & Alvarez-Esteban, 2017; Plaza et al., 2017). The idea that some sports are more appropriate for men than women has its origin in biological gender differences and social role beliefs that are conformed as early as childbirth (Koivula 1995). Thus, gender stereotypes in sports often happen non-intentionally as they are automatically activated and a part of people’s everyday life (Plaza et al., 2017). For example, as men are perceived to be more physical, they are expected to participate in masculine sports that are more focused on teamwork, aggressiveness and physical contact (Chalabaev et al., 2013). On the other hand, women are often perceived to be more graceful and thus expected to participate in feminine aesthetic sports that tend to be more individual with less focus on 10
physical contact (Alvariñas-Villaverde et al., 2017). As such, gender stereotypes become attached to sports (Plaza et al., 2017). Consequently, Alvariñas-Villaverde et al. (2017) argue that the choice to participate in one sport or the other is highly influenced by gender stereotypes and the idea that some sports are appropriate for men and others for women. Therefore, it is important to understand how different individuals gender-type Esports. Although Esports is often associated with men and male players, the absence of physical characteristics provide a gender-neutral alternative to traditional sports. Kane & Spradley (2017) argue that Esports should have an advantage over traditional sports as women and men can play together without having to be defined by their gender or restricted by their physical abilities. As such, men and women can practice together or against each other, which is not possible to the same extent in traditional sports (ibid). In most traditional sports, participants are expected to be strong and masculine. Hence, much of the focus lie on physical abilities (Coakley & Pike, 2009). Furthermore, Coakley and Pike (2009) argue that most traditional sports are organized around masculine values, which may cause women to refrain from participating. Women who participate in traditional sports must be exceptionally good to even get the chance to play with men (ibid). Considering this, Esports has true potential to be the biggest gender-neutral sport in history. Thus, it is surprising that women continue to be under- represented. A possible reason for this might be the fact that Esports is closely related to technology – as highlighted by Salter & Blodgett (2012), technology is also closely intertwined with masculinity. Indeed, based on the statistics it seems that many women prefer to play casually and individually rather than competitively with others (Interpret, 2019; Bosman, 2019). This is consistent with the findings of Hardin & Greer (2009) and Eagly & Wood (2012). Hardin & Greer (2009) suggest that women choose traditional sports that are more individual and non- violent. Supplementary, Eagly & Wood (2012) suggest that men are more likely than women to be competitive. The fact that gaming is more individual and less competitive while Esports is team-based and competitive may provide a possible explanation for the under- representation of women in the latter. On the other hand, Alvariñas-Villaverde et al. (2017) have found that underlying gender stereotypes can hinder women from entering certain sports based on the fear of confirming the stereotype itself. Thus, it may be negative stereotypes in itself that cause the under-representation of women. As social groups tend to behave in line 11
with what’s normal and expected of them, negative stereotypes about women and gender gaps in Esports serves to legitimize the status quo (Plaza et al., 2017; Chalabaev et al., 2013). Furthermore, Hardin and Greer (2009) have found that female adolescents are 6x more likely to discontinue their sports participation than their peers. Hence, Ross and Shinew (2008) highlights the importance of studying those who persist. Moreover, Costello, Bieuzen & Bleakley (2014) have raised concerns about the under-representation of female participants in sports research, further confirming the relevancy of the present study. Kane & Spradley (2017) argue that there is gap in research of Esports, especially those about gender equality. Additionally, the authors (ibid) suggest that gender stereotypes of women are common within Esports, and in many instances women are perceived to not fit in. Plaza et al. (2017) highlights the significance of conducting new studies of the gender-typing of sports in order to further understand how different populations view them. Hardin & Greer (2009) further suggest that gender-typing of sports should be reassessed on a regular basis. As far as the present author is aware, no other study of the gender-typing of Esports and/or gaming have been made. Thus, this study is the first of its kind, i.e. categorizing Esports as a feminine, neutral, or masculine sport, and therefore setting a precedent for future studies. In accordance, Alvariñas-Villaverde et al. (2017) points out the importance of establishing benchmark studies of the gender-typing of sports. 2. Theoretical Framework 2.1 Social role theory The social roles of genders have been thoroughly investigated in several different disciplines, including biology, sociology, economy as well as evolutionary and developmental research (Eagly & Wood, 2012). The present study adopts a social-psychological vantage point. In the late 80’s the social role theory was developed by Eagly (1987), which suggest that behavioral sex differences originates from the social roles that men and women are given. Historically, men and women were assigned to different kind of labor depending on their physical characteristics (Eagly & Wood, 2012). This kind of labor division (specialization) was socially constructed in hopes of gaining economic, social and technological advancements (Harrison & Lynch, 2005). Eagly and Wood (2012) argue that due to 12
differences between the sexes (regarding physical traits), some activities and labor tasks were more efficiently handled by one sex or the other. As men were perceived to be stronger, faster and better equipped to work outside of the home, they were assigned labor tasks traditionally synonymous with masculine behavior, e.g. leadership and assertiveness (Vogel, Wester, Heesacker & Madon, 2003). Women on the other hand, were perceived to be more caring as they were often responsible for taking care of the family’s children (Eagly & Wood, 2012). Thus, women were assigned tasks related to family and home, traditionally associated with feminine behavior such as nurturance and concern over personal relationships (Vogel et al., 2003). As a result of the labor division and social roles given to men and women, people started to form beliefs about gender roles (Harrison & Lynch, 2005). These beliefs were based on the expectations of men’s and women’s behavior and characteristics. As such, it was expected that men would fulfill their masculine role and women their feminine role, even though they were not performing their daily labor task (Wood & Eagly, 2002). Through socialization processes, society acts to promote personality traits and skills that prepare, uphold and facilitate gender role performance (Eagly & Wood, 2012). The authors (ibid) argue that gender roles influence behavior through an additional three biological and psychological processes; hormonal fluctuations (biological), self-standards (psychological) and other people’s expectations (psychological). Hormonal fluctuations work as chemical signals that regulate role performance whereas the psychological processes functions as social norms that regulate behavior (ibid). Indeed, it has been found that social norms has an impact on upholding traditional gender roles and behavior (Cialdini, Kallgren & Reno, 1991). The authors (ibid) argue that people look to others of same-sex to determine what type of behavior is accepted and how to behave in certain situations, especially in situations that are vague or unclear (e.g. a female might wonder what to wear to a party or what sport to participate in). Descriptive norms are perceptions of other people’s behavior; those that are typical. Failing to adhere to descriptive norms may not necessarily cause social disapproval, however it often prompts surprise (Cialdini et al., 1991). On the other hand, injunctive norms are the perceptions of how people should behave, a sort of guideline. These norms, when defied, often cause social disapproval. Because deviations from descriptive and injunctive norms are expected to elicit hostile social 13
reactions, they together work as system to help confirm traditional gender roles (ibid). However, Harrison & Lynch (2005) argues that an increasing amount of men and women are starting to disrupt norms about gender roles as they assume social roles that are traditionally held by the other sex (e.g. participation in masculine or feminine sports). As such, Eagly, Wood & Diekman (2000) states that an individual can change social role depending on their perceived gender role orientation (feminine or masculine). Rather than being constrained to their sex, their social role changes to the field they now occupy, as predicted by social role theory (ibid). Nonetheless, gender role beliefs have today become so established in our society that they are part of everyday life and consensually shared. Wood & Eagly (2002) argue that gender roles are hard to change because they seem to reflect inborn traits of sexes. As women and men act in line with their social roles and behave in a gender-typed way, they end up confirming gender stereotypes (Vogel et al., 2003). Accordingly, Eagly (1987) claims that social theory is one of the most significant explanations for why gender stereotypes are confirmed. Figure 2.1 explains the process of the social role theory and the collective impact that society has on individuals in creating and reproducing social gender roles and stereotypes (a, b & c), as well as how they impact society in different ways (d & e). Figure 2.1 Process model of social role theory Collective Individual Collective (macro) (micro) (macro) Social (gender) Psychological Outcomes Impact of society Impact on society roles processes Classification of Physical Socialization sports as masculine, specialization of neutral or feminine. sexes (e.g. men are strong, and women Stereotypes Gender gap in Sex-differentiated are caring). participation of Gender roles affect, cognition Stereotypic Esports and beliefs and behavior expectations Difference in Esports Division of labor performance between genders a b c d e 14
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