Gender Stereotypes in Video Gaming: Impacts of Anxiety Levels, Verbal Communication, and Performance

Open Access
Article
Conference Proceedings
Authors: Jensine DoanANIL KUMAR

Abstract: With the emerging demand for video games as entertainment, it is important to examine human behavior when designing and developing games. Past research has shown support that gender stereotypes imposed on female gamers are prevalent within this space. Another study showed that when female players perceive being in an all male performative environment, they are prone to stereotype threat which hinders their own performance. To continue the efforts of exploring the detrimental effects of this problem, a pilot study was devised using a 2x2 factorial within subject design with team compositions (male vs female) and atmosphere (negative vs positive interactions) as the independent variables. Ten female participants played a first-person-shooter game called Valorant by Riot Games across two consecutive days where they would play in both team compositions for gender. At the end of each game, participants took a questionnaire to self-rate their game experience, anxiety levels and desirability to communicate during gameplay. Additionally, researchers observed game performance, frequency of in-game communication and confederate engagement. Researchers hypothesized that participants who played in the all high ranking male team with negative interactions would communicate less frequently and have lower desirability to communicate, have worse game performance, less engagement with the confederates, higher levels of anxiety and overall worse game experience than other conditions. Statistical analyses revealed the atmosphere factor (positive vs negative) significantly influenced performance outcomes (e.g., kills and ranking) and subjective experiences (e.g., game experience, team interactions, feelings of respect, safety, disrespected, discouraged, and supported). However, there was no significant main effect for team composition and no significant interaction effect between team composition and atmosphere. Continued research of this problem space is crucial to ensure video games are inclusive and enjoyable for all.

Keywords: Gender stereotypes, video gaming

DOI: 10.54941/ahfe1006817

Cite this paper:

Downloads
30
Visits
194
Download