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dc.contributor.authorMorgenroth, T
dc.contributor.authorStratemeyer, M
dc.contributor.authorPaaßen, B
dc.date.accessioned2020-04-29T13:58:08Z
dc.date.issued2020-06-02
dc.description.abstractVideo gaming is seen as a male space. Female gamers are seen as atypical, have their competence challenged, and face more harassment than male gamers do. This precarious position is increasingly problematic as video gaming is now one of the most prevalent leisure activities, providing an opportunity to both forge and maintain friendships, and to achieve social status and career opportunities. We argue that the marginalization of female gamers is driven by masculine gamer stereotypes. We investigate the content and gendered nature of gamer stereotypes as well as their malleability in response to exposure to female gamers across two studies (NStudy 1=287; NStudy 2=176). We explore the content of gamer stereotypes and find that they contain both negative aspects, such as lacking social skills, and positive aspects, such as being competent and agentic. Both studies demonstrate that gamer stereotypes are more similar to stereotypes of men and boys than those of women and girls. In Study 2 we test whether exposure to a female gamer can change the negative association between female stereotypes and gamer stereotypes, finding support for this prediction. We conclude that gamer stereotypes are highly gendered but may be malleable: increasing the visibility of female gamers could potentially reduce the incompatibility between femininity and gaming.en_GB
dc.identifier.citationPublished online 2 June 2020
dc.identifier.doi10.1089/cyber.2019.0577
dc.identifier.urihttp://hdl.handle.net/10871/120851
dc.language.isoenen_GB
dc.publisherMary Ann Liebert for International Association of CyberPsychology, Training and Rehabilitation (iACToR)en_GB
dc.rights.embargoreasonUnder embargo until 02 June 2021 in compliance with publisher policyen_GB
dc.rights© 2020 Mary Ann Liebert, Inc
dc.subjectGamingen_GB
dc.subjectgameren_GB
dc.subjectgenderen_GB
dc.subjectstereotypesen_GB
dc.subjectvideo gamesen_GB
dc.titleThe gendered nature and malleability of gamer stereotypesen_GB
dc.typeArticleen_GB
dc.date.available2020-04-29T13:58:08Z
dc.identifier.issn1094-9313
dc.descriptionThis is the author accepted manuscript. The final version is available from Mary Ann Liebert via the DOI in this recorden_GB
dc.descriptionData availability: The data sets used in this paper are available at https://osf.io/jfh9b/?view_only=f7de84580b8242e5b965a3b32ecdb6b9. All materials can be found in the online supplement.en_GB
dc.identifier.journalCyberpsychology, Behavior and Social Networkingen_GB
dc.rights.urihttp://www.rioxx.net/licenses/all-rights-reserveden_GB
dcterms.dateAccepted2020-04-27
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2020-04-27
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2020-04-28T18:44:15Z
refterms.versionFCDAM
refterms.panelAen_GB


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