dc.contributor.author | Morgenroth, T | |
dc.contributor.author | Stratemeyer, M | |
dc.contributor.author | Paaßen, B | |
dc.date.accessioned | 2020-04-29T13:58:08Z | |
dc.date.issued | 2020-06-02 | |
dc.description.abstract | Video 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.citation | Published online 2 June 2020 | |
dc.identifier.doi | 10.1089/cyber.2019.0577 | |
dc.identifier.uri | http://hdl.handle.net/10871/120851 | |
dc.language.iso | en | en_GB |
dc.publisher | Mary Ann Liebert for International Association of CyberPsychology, Training and Rehabilitation (iACToR) | en_GB |
dc.rights.embargoreason | Under embargo until 02 June 2021 in compliance with publisher policy | en_GB |
dc.rights | © 2020 Mary Ann Liebert, Inc | |
dc.subject | Gaming | en_GB |
dc.subject | gamer | en_GB |
dc.subject | gender | en_GB |
dc.subject | stereotypes | en_GB |
dc.subject | video games | en_GB |
dc.title | The gendered nature and malleability of gamer stereotypes | en_GB |
dc.type | Article | en_GB |
dc.date.available | 2020-04-29T13:58:08Z | |
dc.identifier.issn | 1094-9313 | |
dc.description | This is the author accepted manuscript. The final version is available from Mary Ann Liebert via the DOI in this record | en_GB |
dc.description | Data 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.journal | Cyberpsychology, Behavior and Social Networking | en_GB |
dc.rights.uri | http://www.rioxx.net/licenses/all-rights-reserved | en_GB |
dcterms.dateAccepted | 2020-04-27 | |
rioxxterms.version | AM | en_GB |
rioxxterms.licenseref.startdate | 2020-04-27 | |
rioxxterms.type | Journal Article/Review | en_GB |
refterms.dateFCD | 2020-04-28T18:44:15Z | |
refterms.versionFCD | AM | |
refterms.dateFOA | 2021-06-01T23:00:00Z | |
refterms.panel | A | en_GB |