“You play like a girl” : An investigation of the gender-typing of Esports as well as the effect of gender stereotypes on player performances

University essay from Gymnastik- och idrottshögskolan, GIH/Institutionen för rörelse, kultur och samhälle

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.

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