Vivian Li Senior Thesis 6 April 2017
Video-gaming: It’s a Girl Thing Too
Introd!"tion Video-games# Video-games# an intera"tive $orm o$ entertainment media# %ere introd!"ed to the
"!rrent te"hnolog&-"entri" generation at a &o!ng age and '!i"(l& too( over the entertainment mar(et# %hether on individ!al "onsoles or "omp!ters# "o mp!ters# seen in their gro%ing val!e) As *ol$ remar(s# in 2006 alone# the video-game ind!str& had made +12), illion# a re"ord at the time and $ast-gro%ing "onsidering that video-games video -games had .!st gotten started in the 1/70s *ol$ *ol$ 1) or &ears# video-games have een treated as 3"hildren’s pla pla an in"onse'!ential %a& to pass time) 5o%ever# %ith the gro%ing n!mer o$ pla&ers aro!nd the %orld %ho have eg!n to devote &ears o$ their li$e to pla&ing these games and %orld%ide inter"onne"tivit& & the internet# it %as inevitale that some %o!ld e"ome $ar more s(illed at pla&ing "ertain video-games than others) *ith *ith a s(ill disparit& "omes "ompetition# and %ith "ompetition "omes a drive d rive to e"ome the est) o%# "ompetitive video-gaming and video-gaming so"ieties have gro%n so $ar as to ma(e %a& %a & $or eSports# intense "ompetitions et%een t%o teams %ith highl&-s(illed pro$essional pla&ers %hi"h are vie%ed & man& spe"tators over an ele"troni" pla&ing $ield)
In a per$e"t %orld# all "ompetitions have a $air pla&ing $ield $or ea"h and ever& ever & parti"ipant# !t in eSports# this is "ertainl& not the "ase) *omen *omen have een loo(ed do%n !pon and treated as lesser pla&ers in gaming "omm!nities d!e to stereot&pes "reated & & the ma.orit& against the minorit in this "ase# men against %omen# in an !ni'!e intangile spa"e# the internet) or this reason# not man& people ta(e it serio!sl& or vie% it as something that needs to e $ied) The "ase $or e'!alit& in pro$essional video-gaming is
all the more pressing d!e to the $a"t that %omen do not possess p ossess inherent iologi"al disadvantages that %o!ld hinder them $rom eing# '!ite literall e'!als to men in a virt!al "ompetition) eSports %ill onl& "ontin!e to epand in the $!t!re as te"hnolog& and the internet e"omes an in"reasingl& larger part o$ o!r o! r lives# d!e to the $a"t that eSports eS ports are a modern# revol!tionar& idea that has ta(en hold in the &o!nger generations and are etremel& a""essile to "iti8ens in an& $irst-%orld "o!ntr&) evertheless# as in all things# the $o!ndations o$ .!sti"e and e'!alit& m!st e e solid e$ore !ilding !p%ards) egative $emale stereot&pes m!st e ro(en do%n in order $or all pla&ers to "ompete on a level stage and to give ever&one the same opport!nit& to p!rs!e a "areer as a pro$essional "ompetitive video-game pla&er)
2) 9rolems in the ise o$ eSports eSports are e"oming so prominent in toda&’s so"iet& that oth "ontinent-%ide and %orld%ide "ompetitions are held at large stadi!ms in real li$e# ver& m!"h li(e ph&si"al sports) An&one An&one "an p!r"hase ti"(ets to attend these events# and reg!lar season pro$essional mat"hes are held ever& %ee(end) ;n"e a &ear# the most pop!lar eSports s!"h as League of Legends (LoL) and Counter Strike: Global Offensive hold %orld%ide "ompetitions et%een the est teams in ea"h "ontinent or "o!ntr i$ it is large large eno!gh# e)g)
million !ni'!e vie%ers ?enned& and o8elle) To p!t things into perspe"tive# the "omined pop!lation in all o$
rea"hing# altho!gh not p!li"i8ed p! li"i8ed in the same %a& traditional sports are# !t garner a proportionate amo!nt o$ attention $rom their respe"tive pla&er ases as pop!lar ph&si"al sport "ompetitions do) Despite the ovio!s distin"tion et%een ele"troni" sports and ph&si"al sports# there are man& similarities to to e $o!nd et%een the t%o media o$ "ompetition e&ond vie%er pop!larit&)
As in traditional sports# pro$essional pla&ers are paid reg!lar salaries and train ever& da& to improve their pla&) A$ter "ompetitions# the %inning team re"eives a large s!m o$ pri8e mone&) A""ording A""ording to iot Games# in 2016# the League of Legends’ *orld *orld
In addition to other similarities# oth eSports and ph&si"al sports had severel& !nalan"ed gender ratios at their "on"eption "o n"eption and mistreated %omen) 9h&si"al sports %ere stereot&ped to e onl& ale to e pla&ed & men# and an etremel& lo% $emale "ompetitor "o!nt %as oserved in the $irst ;l&mpi" Games that %ere open to $emale parti"ipation in 1/00 %hi"h# a""ording to the International ;l&mpi"s
stigma atta"hed to eing a $emale pla&er over the de"ades and statisti"s sho% improvement in regards to alan"ed parti"ipation) The International ;l&mpi"s
The alan"ing o$ gender ratios and lessening o$ $emale stigma %ithin ph&si"al sport "omm!nities is !pli$ting# !t there has not een a similar movement in eSports &et) A""ording to Cerrill and e"(# the original developers o$ League of Legends# the n!mer o$ !ni'!e pla&ers %ho pla& at least one mat"h o$ LoL per month has s!rpassed 100 million in 2016 ?ollar# !t there are "!rrentl& 8ero %omen pla&ing at the "ompetitive LoL level in %hi"h there are 2,0 spots) In a more and more progressive era# this $a"t is
asto!nding)
To demonstrate stereot&pes in a"tion %ithin video-games# imagine this: an avid gamer sits in $ront o$ a "omp!ter on an international stage $ranti"all& "li"(ing mo!se !ttons and pressing (e&s# $a"e ill!minated & spotlights as the& are entran"ed & the a"tion# tr&ing desperatel& to p!ll o$$ the game-%inning pla& $or their team and o!tsmart their opponents) The a!dien"e is held rapt in the tension# %aiting $or either side to rea()
o%# $o"!s on the gamer) *ho did &o! imagine sitting at that "omp!terH
Are the& male# $emale# or another genderH I$ &o! imagined a male# &o! are part o$ the large ma.orit&) 5o%ever# that’s that’s not a good thing) In $a"t# %h& %h & are %omen so !nderrepresented in "ompetitive video-gaming# as $ar as to e removed $rom the topi" in the $irst pla"e d!e to the $a"t that the term 3gamer#4 espe"iall& a devoted one# a""ording a" "ording
to 9aaen# 3seems to remain strongl& asso"iated %ith eing male4 9aaen =22) *ith this overt gender stereot&ping# pla&ing "ompetitive video-games is seen as an a"tivit& $or men $or no apparent reason other than the ma.orit& o$ its pla&ers eing male# no .!sti$i"ation that %omen sho!ld e le$t o!t) *omen *omen are no less inherentl& $it to to pla& and do %ell in "ompetitive video-games than men are)
>) *hat is League of LegendsH e$ore dis"!ssing %h& %omen are almost never seen pla&ing video-games !p at the pro$essional level# there needs to e a aseline de$inition estalished $or %hat a "ompetitive video-game is) An online video-game %hi"h has t%o di$$erent# opposing teams that "ompete $or vi"tor& %ithin a $air and "ontrolled setting "an e "onsidered a "ompetitive video-game) I %ill e !sing the most-pla&ed "ompetitive video-game that has its o%n pro$essional "ompetitive s"ene# League of Legends# to eplore the prolem o$ gender distri!tion) In LoL# t%o teams o$ $ive are mat"hed against ea"h other# at "omparale s(ill levels) A$ter all o$ the team memers sele"t their individ!al in-game "hara"ters# named "hampions# the pla&ers m!st %or( together to gain advantages over the other team and destro& enem& $orti$i"ations# leading !p to the game-%inning $inal str!"t!re) The game itsel$ is ver& "ompli"ated and has man & n!an"es that a pla&er m!st spend &ears and &ears to learn in order to have the (no%ledge and me"hani"al s(ill o$ a pro$essional# !t is ale to e pla&ed & an&one non-"ompetitivel& in a matter o$ %ee(s)
=) T&pes o$ Video-game Attri!tes League of Legends re'!ires its pla&ers %ho %ant to improve their pla& to master
man& di$$erent "ognitive s(ills and ph&si"al me"hani"s %ithin the game) Cost o$ these s(ills "an e seen and !sed in other video-games# !t there are some that are spe"i$i" to LoL) In o$ Mind at Play: The Psychology of ideo ideo Ga!es# Lo$t!s arg!es that
ever& h!man possesses mental ailities that are "r!"ial to p er$orming %ell at a video-
games# and altho!gh people var& in their "apailities in ea"h area# e)g) some have a great short-term memor& !t poor attention to details %hereas others has the ea"t opposite areas o$ s(ill ea"h person "an !se their !ni'!e set o$ ailities to $orm!late a strateg& to s!""eed# %hether the& are $emale or male) A""ording to Lo$t!s# there are t%o gro!ps o$ attri!tes that pla&ers need improve to s!""eed at video-games# "ognitive and motor) ) Cotor attri!tes in"l!de: hand-e&e "oordination and pra"ti"e Lo$t!s 6>-6/) All o$ these s(ills have their o%n signi$i"ant !ses %hen pla&ing a video-game)
depends heavil& on deep tho!ght and the pla&er’s mental "apailities# their "ognition) De$ined & the ;$ord Knglish Di"tionar "ognition is 3the is 3the mental a"tion or pro"ess o$ a"'!iring (no%ledge and !nderstanding thro!gh tho!ght# eperien"e# and the senses4 ;KD# and pla&ing LoL "ertainl& eposes the pla&er to a mine$ield o$ in$ormation that "an e gathered & the senses and !tili8ed %ithin their mind) Altho!gh a pla&er %ill need to !se man& "ognitive s(ills sim!ltaneo!sl the& "an e dis"!ssed individ!all&) As Lo$t!s has $o!nd# sensor& memor& is the area in %hi"h all sensor& inp!ts# in"l!ding vis!al# a!ditor and ta"tile# are retained in a pla&er’s mind) ;$tentimes in a video-game# lots o$ in$ormation is $lo%ing thro!gh the s"reen# a!dio s&stem# s &stem# and "ontrols to the pla&er) I$ a pla&er is ale to "olle"t and store this in$ormation# the& %o!ld e etter e'!ipped to dete"t %hat the& sho!ld do net ased on the "!rrent state o$ the game Lo$t!s =,-=6) In LoL# sensor& memor& is !sed to ta(e in all o$ the "!rrent positions o$ !nits on the map# in"l!ding &o!rsel$# all o$ the "!rrent a"tions o""!rring at ever& se"ond# so!nd e$$e"ts# and the $eeling o$ $ingers pressing do%n onto the mo!se and (e&oard) Kvidentl sensor& memor& is a "r!"ial part o$ initiall& gathering in$ormation e$ore it is
p!t to !se)
Sele"tive attention is the re$inement o$ sensor& memor&E it is !sed to "hoose %hi"h pie"es o$ in$ormation "oming in thro!gh the pla&er’s senses are important and %hi"h %o!ld onl& og do%n their mind) Attention to signi$i"ant details is also "r!"ial in more "ompli"ated video-games# s!"h as pa&ing attention to events that are o""!rring in the peripher& o$ the s"reen %hi"h %o!ld give val!ale in$ormation to the pla&er or more time to rea"t) eing ale to split one’s attention attention is a s(ill that is re'!ired in man& videogames) or eample# a pla&er ma& need to per$orm a"tions "lose to their o%n "hara"ter %hile loo(ing ahead to see %hat "omes net) eing attentive eno!gh to etra"t in$ormation $rom a peripheral sit!ation %hile also eing $o"!sed eno!gh on &o!rsel$ to (eep progressing in the game is a di$$i"!lt s(ill to master Lo$t!s =6-,0) Sele"tive !t thoro!gh attention is an espe"iall& important s(ill to have %hile pla&ing LoL" sin"e the game re'!ires the pla&er to pa& attention to not onl& %hat the& are doing at the moment# !t also the a"tions o$ $o!r other allies and $ive enemies i$ one %ants to improve at the game) This in$ormation "an e a""essed & loo(ing do%n at the s"reen’s ottom right hand "orner %hi"h displa&s a miniat!re version o$ the entire map# s"aled do%n to an area o$ approimatel& 22 in"hes) All& lo"ations and intera"tions %ith enemies are denoted & s&mols on that mapE there$ore# in order to e a%are o$ %hat is o""!rring in the %hole game# the pla&er m!st shi$t their line o$ sight to the ottom right hand "orner approimatel& on"e ever& $ive se"onds and anal&8e the in$ormation $o!nd ver& '!i"(l& so that the& %ill not lose "ontrol o$ %hat their individ!al "hampion is doing) As "an e in$erred# this pro"ess is taing to the pla&er’s attention and re'!ires a $o"!sed mind in order to glean the most !se$!l in$ormation $rom the %hole s"reen thro!gho!t the entire thirt& to $ort& min!te mat"h on average)
All o$ the previo!s s(ills %o!ld e !seless i$ not $or short- and long-term
memories# the transition et%een p!re data "olle"tion and !tili8ing the data) These $a"tor into e"oming more pro$i"ient at a video-game in predi"tale %a&s) Strong short-term memories allo% the pla&er to rememer in$ormation given to them# then manip!late it and $orm larger plans to %in the mat"h ased on (no%ledge gained re"entl& %hile pla&ing the game) Strong long-term memories %ill help the pla&er rememer $a"ts ao!t the overall game# s!"h as %hat di$$erent "hara"ters do# !t also mista(es and improvements the& made d!ring separate mat"hes) As Lo$t!s eplains# long-term memor& is %hat the pla&er !ses to improve at the game over time# "omining "o mining all o$ the previo!s "ognitive s(ills into progress made to%ards eing a more (no%ledgeale and ale pla&er Lo$t!s ,0-,,) *ithin *ithin League of Legends# a$ter gathering in$ormation & splitting the pla&er’s attention and re"eiving all o$ the sensor& inp!ts# the p la&er m!st $irst re"ord it into their short-term memor&) Then# Then# the& are ale to ma(e de"isions ao!t %hat the& sho!ld do net ased ased on the in$ormation# s!"h as to assist an all& %ho is eing "ornered & t%o enemies) Long-term memor&’s $!n"tion is to enale generali8ations o$ individ!al games %on and lost and allo%ing the pla&er to re$le"t on the de"isions the& made# then rememering %hether or not those de"isions led to positive o!t"omes) In addition# in$ormation s!"h as %hat ailities ea"h "hampion has and %hat ea"h p!r"hasale item does is stored into long-term memor& as the pla&er en"o!nters them) Long-term memor& allo%s learning o$ the game to o""!r and stead& improvement over time)
o%# %hen transitioning et%een tho!ght and ph&si"al movement# an ovio!s step in et%een %hi"h needs to o""!r) The pla&er m!st ma(e de"isions ao!t %hat the& are going to do net n et !sing in$ormation in their short-term memories# then ena"t them & pressing (e&s on the (e&oard and !sing the mo!se) This pro"ess involves a "r!"ial personal $a"tor# rea"tion time) time) A""ording to Lo$t!s# a s(ill s(ill that pla&ers need in order to improve ra% rea"tion time is epe"tan"& Lo$t!s ,,) *hen a pla&er epe"ts something
to happen# the& are read& to rea"t immediatel& on"e it o""!rs# !nli(e others %ho %ere not) Kpe"tan"& gives several ene$its to those %ho have $ig!red o!t %hat is going to happen net: the pla&er "an plan o!t their rea"tions ahead o$ time# their rea"tion time %ill e drasti"all& lo%ered# and the& %ill not have to spend time re"overing $rom s!rprise Lo$t!s ,,-,6) Sin"e oth teams are tr&ing to a"hieve the same goal on di$$erent sides# pla&ers "an o$ten predi"t %hat their opponents %ant to do and# th!s# the& "an epe"t it) League of Legends is a game o$ millimeters and millise"ondsE i$ someone "an rea"t a tenth o$ a
se"ond $aster than someone else# it is '!ite li(el& that the '!i"(er person %ill e at a large advantage) There$ore# eing ale to epe"t something li(e a pro.e"tile’s path to%ards &o!# or %hen the enem& %ill thro% the pro.e"tile# immensel& in"reases &o!r "han"es o$ de$ending &o!rsel$ $rom atta"( sin"e it allo%s &o! to plan ahead o$ time %hat "o!rse o$ a"tion to ta(e# de"reasing rea"tion time)
Cotion esides "ognitive s!periorit a pla&er "an also e"el & having etter motor
s(ills) These (inds o$ s(ills do not involve deep thin(ing and are mainl& improved thro!gh pra"ti"e# !t e"elling at these p!ts the pla&er at a "lear advantage over their opponent) 5and-e&e "oordination is a $!ndamental s(ill that is ne"essar& to e ale to pla& almost an& video-game) 5and-e&e "oordination determines ho% %ell a pla&er (no%s the relationship et%een a"tions "arried o!t & & the pla&er’s hands and the e$$e"t those a"tions %ill have on the game) or eample# a""ording to Lo$t!s# i$ someone is pla&ing a game that !ses a .o&sti"(# a pla&er %ith per$e"t hand-e&e "oordination %ill (no% ea"tl& e a"tl& in %hat dire"tion and ho% long to tilt the .o&sti"( to move a "hara"ter on the s"reen to a spe"i$i" lo"ation Lo$t!s 6-6/) League of Legends is no di$$erent $rom other games in that there is not onl& "ognitive s(ill to it# !t me"hani"al as %ell) The ailit& to move &o!r "hampion to a desired position or to pre"isel& aim a pro.e"tile "omes $rom strong hand-e&e "oordination) There are ovio!s advantages to eing ale to "ontrol &o!r
a"tions# !t the degree to %hi"h someone is more ale to p!ll p !ll o$$ "ompli"ated movements# s!"h as dodging pro.e"tiles p ro.e"tiles '!i"(l& and e$$i"ientl "ompared to their opponent gives them an advantage# and an& advantage helps them %in the game) Improving one’s hand-e&e "oordination "omes $rom pra"ti"e# the overar"hing %a& to improve an& one o$ these s(ills# %hether it e "ognitive or motor)
9ossessing all o$ these "ognitive and me"hani"al s(ills means nothing i$ the pla&er "annot learn to appl& them to the game itsel$) To do that# the& m!st devote time ph&si"all& pla&ing the game themselves to e"ome more and more $amiliar %ith it) Someone %ith a lot o$ pra"ti"e at a video-game %ill li(el& e etter than someone %ho does not# p!rel& e"a!se the& have had more eperien"e %ith the game and more time to learn $rom mista(es %hile improving at the $!ndamental s(ills) There are a lot o $ mista(es to e made %hen pla&ing League of Legends) 5o%ever# a pla&er that re"ogni8es their o%n short"omings and tries to %or( on these areas ea"h time the& pla& %ill improve $ar more than a pla&er that ma(es ma( es $e%er mista(es !t does not spend time tr&ing to e"ome etter)
League of Legends !tili8es all o$ these !ni'!e s(ills thro!gho!t the entiret& o$
ea"h game in di$$erent %a&s# altho!gh the pla&er ma& not e "ons"io!s o$ it at all times) Developing ea"h o$ these s(ills & pra"ti"e helps the pla&er improve their gamepla& over time) Sin"e pla&ing "ompetitive video-games !ses mental s(ill and hand deterit not m!s"!lar od& strength# %omen do not eperien"e a ph&si"al disadvantage in this $ield & inherentl& possessing less m!s"le and having to %or( harder $or the same ph&si"al res!lts)
,) iologi"al Standpoint ;n the other hand# the possiilit& that %omen have inherent iologi"al
disadvantages "on"erning their mental "apailities and rain $!n"tion m!st e "onsidered) A""ording to Lisi and Sigel in #iology" Society" Society" and #ehavior: The $evelo%!ent of Se& $ifferences in Cognition# se di$$eren"es et%een male and $emale rains do eist#
ho%ever# the ne!roiologi"al "hara"teristi"s o$ these di$$eren"es are so '!alitativel& varied that the& have almost no impli"ations on %hi"h gender is etter e'!ipped to per$orm a "ertain tas( Lisi and Sigel 7/) The& "ontin!e to state that the per"eived ehavioral di$$eren"es et%een men and %omen are mostl& "a!sed & their di$$eren"es in elie$s# espe"iall& regarding sel$-ailit& Lisi Lisi and Sigel /6) In realit these se di$$eren"es in ehavior and pre$eren"es mani$est themselves %hen individ!als elieve that the& are less "ompetent at something than another) Generall Generall people li(e to p!rs!e a"tivities that the& $eel "on$ident doing# and tend to avoid a"tivities that the& $eel !n"on$ident doing)
6) Gendered A"tivities and <&"ling ollo%ing the same model# people %ill spend more time developing s(ills related to the a"tivities that the& $eel "ompetent at and less time %ith the ones that the& the & do not# !nless re'!ired & an o!tside $or"e) As Lisi states# an individ!al’s ind ivid!al’s initial initial per"eptions o$ their o%n ailities and the (inds o$ a"tivities a "tivities that the& %o!ld $eel more "on$ident doing o$ten "omes $rom an o!tside so!r"e %hen the& are $airl& &o!ng Lisi and Sigel 107) Some eamples in"l!de parents en"o!raging en"o!rag ing their "hild to a"t in a %a& that $ollo%s so"ietal gender roles or seeing most people %ho are the same gender as themselves s!""eed at "ertain a"tivities) 9eople %ant to identi$& %ith gro!ps that share their o%n "hara"teristi"s# espe"iall& %hen the& are ineperien"ed) This is the reason %h& 3gendered a"tivities4 are a sel$-$!l$illing prophe"&: li(e Lisi states# %hen individ!als see themselves represented & a ma.orit& gro!p that is s!""ess$!l at a "ertain a"tivit the& %ill elieve that the& are epe"ted to s!""eed at it as %ell and $eel "on$ident in p!rs!ing that a"tivit& Lisi and Sigel 10) This leads to the individ!als p!tting in more time and pra"ti"e
to%ards it# th!s# e"oming more and more s!""ess$!l) The net generation vie%s their s!""ess and the "&"le "ontin!es) Lisi gives an eample o$ this positive "&"le: 3the &o!ng o& %ho re"eives reg!lar so"ial rein$or"ement or ta"it permission permission $rom the environment to "onsider Mph&si"ianN as a possile $!t!re sel$# "onstr!"ts over time an in"reasingl& more elaorate ph&si"ian sel$-s"hema that is "ognitivel& primed to re"eive and en"ode s!pporting in$ormation4 Lisi and Sigel 10) The model also %or(s in the opposite dire"tionE individ!als %ho do not per"eive that the& %ill s!""eed at a "ertain a"tivit& %ill !s!all& avoid it and inta(e less in$ormation ao!t it) This logi" $its in to eplain the origin o$ the %idel&-perpet!ated stereot&pe that pla&ing video-games is a male a"tivit&)
The gender pop!lation gap %ithin the gaming "omm!nit& has eisted as long as video-games themselves and "reates its o%n dis"riminator& "&"le) Sin"e there %ere originall& more men than %omen pla&ing video-games $rom the eginning a""ording to Lien# advertisers tried to mar(et video-games to%ards men e"a!se the& %ere their largest "ons!mer gro!p & "han"e at the time Lien) A$ter%ards# the sel$-$!l$illing "&"le repeated itsel$E more men pla&ed video-games e"a!se video-gaming %as pro.e"ted as a male a"tivit& and %as dominated & & a male pop!lation) Ta(ing the idea to the "!rrent da this "&"le eplains %h& video-gaming is seen as an a"tivit& $or 3o&s onl&)4
Kven %ith this "onne"tion# there remains a gaping hole %hen dis"!ssing the $ield o$ "ompetitive gaming: the "&"le does not eplain %h& the minorit& o$ %omen %ho do pla& video-games is hardl& seen in the pro$essional gaming s"ene) There are "ertainl& not eno!gh $emale pro$essional League of Legends pla&ers to proportionall& represent their general pop!lation "ompared to the ratio o$ male pro$essional pla&ers to male pla&ers overall) I$ %omen are as iologi"all& $it to s!""eed as men are in video-games & "ognitive and me"hni"al s(ill# then %h& is there not a proportionate $ra"tion o$ them represented "ompetitivel&H
7) Statisti"al Statisti"al Anal&ses This seemingl& "ontradi"tor& dilemma leads to the need o$ a proper eplanation in order to start a re$ormation in regards to $emale representation %ithin pro$essional gaming) A""ording to iot Games# the "ompan& %ho developed League of Legends# %omen "omprised onl& 10 o$ LoL’s pla&er-ase pla&er-ase in 2012 3Leag!e o$ Legends’4# Leg ends’4# and the n!mer has gro%n ever-so-slightl& sin"e then# arriving at approimatel& 11 in Septemer o$ 201, as re"orded & an anon&mo!s s!rve& o$ 2>#262 random League of Legends pla&ers on its o$$i"ial online $or!ms) I$ ea"h ran(ing in LoL is pop!lated %ith the
same ratio o$ men to %omen as ever& other ran(ing# then %omen %o!ld ma(e !p approimatel& 11 o$ ea"h ran(ing# in"l!ding the top t%o-h!ndred pla&ers o$ ea"h region laelled as 300 pro$essional LoL pla&ers in the %orld# "o!nting $o!r ma.or regions# onl& si %ere $emale) That ma(es !p 2 o$ >00# a signi$i"antl& smaller per"entage than 11) ;!t o$ the si pla&ers# onl& one o$ them %as
in the League of Legends Cha!%ionshi% Series L
her so!ght to 3ta(e a%a& a%a & $rom her a""omplishment4 Gama"he & harassing her $or her gender) This (ind o$ harassment is not !n"ommon %ithin the virt!al so"iet& o$ online video-games & an& means# nor is it onl& limited to the pro$essional s"ene# and it "reates a high-stress environment $or %omen pla&ing League of Legends)
ield%or(: Ce Cethods ods *ithin *ithin the virt!al environment o$ online video-games# I have $o!nd thro!gh
eperien"e that there is an ingrained negative stigma asso"iated %ith eing $emale) I hav e personall& heard man& remar(s degrading %omen# oth dire"t and indire"t# s!"h as a generi" elie$ that the& rel& on pla&ing %ith male $riends to in"rease their in-game ran(ing# or that %omen are simpl& not "apale o$ pla&ing "ompetitive video-games as %ell as men) To solidi$& solidi$& this a"(gro!nd (no%ledge o$ negative $emale stereot&pes %ithin League of Legends# I "ond!"ted anon&mo!s tet-s!mitted s!rve&s and intervie%s over an online voi"e "omm!ni"ation s&stem o$ oth men and %omen in Fan!ar& o$ 2017) The tet s!rve& I "reated %as a Google orm %hi"h %as distri!ted thro!gh emails to os'!e S"hool st!dents %ho I (ne% e$orehand to pla& League of Legends# !t also distri!ted p!li"l& online & posts I made on eddit %hi"h is pop!larl& visited & man& ov er Dis"ord# a pop!lar LoL pla&ers and sta$$) The spo(en intervie%s %ere "ond!"ted over anon&mo!s voi"e "omm!ni"ation s&stem mainl& !sed & gamers) The intervie% itsel$ !sed the same '!estions as the tet s!rve !t I %as ale to get more detailed ans%ers and dis"!ss more d!ring the intervie%s) The s!rve& "onsisted o$ $o!rteen total '!estions on t%o pages# the $irst page "ontaining si generi" '!estions $or all genders# then a
se"ond page o$ eight '!estions that %ere di$$erent depending on %hether the s!rve& ta(er identi$ied as $emale or a di$$erent gender) The p!rpose o$ the generi" '!estions %as to give me a general sense o$ the pla&er’s a"(gro!nd in League of Legends and their overall vie% to%ards the $emale pla&er stereot&pes %ithin) The se"ond# more in-depth page o$ '!estions aimed to provo(e a tho!ght$!l response to the topi" o$ $emale pla&er stereot&pes that the responder ma& or ma& not have "onsidered deepl& e$ore) or people %ho identi$& as a gender other than $emale# those '!estions %ere designed to ring re$le generali8ations ao!t $emale pla&ers to the s!r$a"e and allo% the responder to reali8e %hat dis"riminator& vie%points the& hold# i$ an %itho!t giving a%a& an& o$ m& o%n "on"eptions o$ %hat negative stereot&pes eist in the LoL "omm!nit&) or people %ho identi$& as $emale# I !sed a di$$erent list o$ '!estions that $o"!sed more o n gaining an !nderstanding o$ their eperien"e pla&ing League of Legends and seeing i$ the& had similar eperien"es to mine) I also as(ed them to des"rie ho% the& $elt the& %ere vie%ed %ithin the game) inall to %rap !p the s!rve I as(ed s!rve& ta(ers regardless o$ gender %h& the& elieve the pop!lation gap eists et%een men and %omen in pro$essional League of Legends pla& to get a sense o$ the pla&er ase’s reasoning) The $!ll list o$ '!estions is in"l!ded in the Appendi)
II) ield%or(: es!lts Thro!gh the s!rve& ans%ers and intervie% res!lts# I have $o!nd that 76 o$ the $ort&-si pla&ers that parti"ipated in m& st!d& agree that there are strong negative stereot&pes ao!t %omen in League of Legends# and 100 o$ them agree that %omen are stereot&ped to pla& s!pportive roles instead o$ aggressive roles) Some o$ these stereot&pes in"l!de !sing their reasts or vis!al $emale identit& to attra"t attention 3"am%horing4# mentioned to e a "heap ta"ti" to gain pop!larit& %itho!t real game s(ill & eleven intervie%ees# or that %omen 3s!"(#4 are 3%orse than males at LoL in ever& %a and other similar elie$s that %omen are in$erior to men in regards to game s(ill#
mentioned & t%ent& intervie%ees) To go into detail %ith a "o!ple o$ the individ!al responses# 9arti"ipant 1= is a male pla&er %ho is ran(ed in the top 2 o$ all orth Ameri"an pla&ers and there$ore# has devoted m!"h o$ his time to improving at the game ga me and pla&s at a ver& v er& high s(ill level# &et elieved that 3most 3 most girl 'sic are prett& ad 'sic # mostl& e"a!se the& don’t ta(e the game g ame serio!s 'sic)4 5e %ent on to ans%er the '!estion o$ %h& he tho!ght the pop!lation gap et%een male pro$essional pla&ers and $emale pro$essional pla&ers eistedE 3proapl& 'sic e"a!se o$ so"iet& seeing this .o as male domain)4 Similarl 9arti"ipant 9arti"ipant 1, is also a male pla&er# ran(ed in the top ># %ho elieved that %omen 3are %orse than g!&s4 and "o!ld onl& thin( o$ one eample in %hi"h a $emale pla&er per$ormed %ell) 5e %ent on to state his elie$ that the gender pop!lation gap et%een men and %omen 3eists mainl& e"a!se o$ the "!lt!re and the so"ial stigma and that girls are s!pposed to li(e other things)4 oth 9arti"ipant 1=’s and 1,’s ans%ers mat"hed the proposed "&"le that gendered a"tivities inevital& $all into# one %here as soon as a so"iet& is a""!stomed to seeing onl& men parti"ipating in an a"tivit %omen are then tho!ght o$ o $ as !n$it $or it)
The general "onsens!s et%een all o$ the pla&ers I intervie%ed seemed to e that %omen are stereot&ped as not as "apale o$ doing %ell in League of Legends as men are# !t di$$erent people that I intervie%ed had di$$ering di$$ering standpoints on %hether the stereot&pes %ere tr!e or $alse) Some personall& tho!ght that %omen %ere .!st as s(illed as men# and others tr!l& tho!ght %omen %ere m!"h %orse# !t all o$ them (ne% that %omen %ere stereot&ped to e %orse)
*hen I intervie%ed %omen and as(ed them to tell me ho% stereot&pes ao!t $emale pla&ers have a$$e"ted them personall one intervie%ee $elt as i$ she %as press!red against pla&ing s!pport-t&pe "hampions 3o!t o$ $ear o$ rein$or"ing stereot&pes)4 She "ontin!ed to sa& that she $eels li(e she is 3letting do%n her gender4 %hen she per$orms
poorl&) *hen I as(ed her %h& she tho!ght $emale stereot&pes eisted in LoL# she ans%ered 3& a sel$-$!l$illing loopE4 that a 3toi" environment tends to lead people to pla& poorl&4 in %hi"h %omen %ere the vi"tims o$ the toi"it&) Lastl %hen I as(ed $or her tho!ghts on %h& the pop!lation gap et%een $emale and male pro-pla&ers eisted# she ans%ered that %omen are less li(el& to aspire to parti"ipate in pro$essional gaming e"a!se there are ver& $e% 3role models4 in that $ield to loo( !p to and %omen are loo(ed do%n !pon %ithin "ompetitive video-game "omm!nities) 5er eperien"e as a $emale League of Legends pla&er is not an o!tlier "ase) ather# it "losel& mat"hes %hat man& other %omen have to go thro!gh .!st to pla& a game the& gen!inel& en.o&) There There have een no attempts & o$$i"ials $rom iot Games nor $rom non-$emale pop!lar so"ial $ig!res to remed& these detrimental "omm!nit& vie%s to%ards %omen) 9la &ing League of Legends as a $emale eposes one to this environment "onstantl& and reminds $emale
pla&ers that the& are the tin loo(ed-do%n !pon minorit& %ithin the gaming "omm!nit&)
/) Stereot&pe Threat and LoL 9ersistent small reminders that %omen are stereot&ped to not e ale to per$orm as %ell as men "an p!t p !t !n"ons"io!s stress on the minds o$ $emale pla&ers# ind!"ing an environment %here the& are prone to stereot&pe threat) A""ording to Spen"er# there are t%o "riteria $or stereot&pe threat to eist: 3eing in a sit!ation %here one $a"es .!dgment ased on so"ietal stereot&pes ao!t one’s gro!p4 Spen"er , and that 3most deval!ing gro!p stereot&pes are %idel& (no%n thro!gho!t a so"iet&4 Spen"er ,) Seen in more dis"iplines than solel& video-gaming# stereot&pe threat is a %ell-(no%n phrase in the s"ienti$i" and mathemati"al "omm!nit&) *omen *omen have een stereot&ped to e %orse %o rse at math and logi"al thin(ing $or de"ades# and this $alla"io!s notion has s!stantial "onse'!en"es e&ond theor&) theor &) As Spen"er has do"!mented in 3Stereot&pe Threat and *omen’s *omen’s Cath 9er$orman"e#4 %omen severel& !nderper$ormed on math tests "ompared to men %hen told that men %ere epe"ted to do etter on the test# !t per$ormed at the
same level %hen the& %ere not told this in$ormation Spen"er 1>) Similarl %omen pla&ing League of Legends %ill almost al%a&s e s!tl& or not-so-s!tl& reminded that the& are epe"ted to do %orse than men# $!l$illing the $irst "riterion $or stereot&pe threat to e in e$$e"t)
Stereot&pe threat’s se"ond "riterion is al%a&s $!l$illed & eisting as a $emale %ithin the League of Legends "omm!nit&) Altho!gh Altho!gh onl& ,/ o$ the anon&mo!s intervie%ees personall& elieved that the negative stereot&pes ao!t $emale pla&ers %ere tr!e# 100 (ne% ao!t them) This "on$irms that stereot&pes deval!ing $emale LoL pla&ers are %idel& (no%n thro!gho!t the LoL "omm!nit&) Th!s# stereot&pe threat is in e$$e"t) Spen"er’s proposition $its in per$e"tl& in this sit!ation: *hen a stereot&pe ao!t one’s gro!p indi"ts an important ailit ailit one’s per$orman"e in sit!ations %here that ailit& "an e .!dged "omes !nder an etra press!reOthat o$ possil& eing .!dged & or sel$-$!l$illing sel$-$!l$illing the stereot&peOand this etra press!re ma& inter$ere %ith per$orman"e) Spen"er 6 Appl&ing his proposition to the League of Legends "omm!nit it %o!ld mean that the stereot&pes ao!t $emale pla&ers that ma(e them o!t to e ad pla&ers "reates press!re in sit!ations %here %omen are ale to prove %hether or not the& are aptl& s(illed# s!"h as to!rnaments or other $ormal "ompetitions that are meant to e an a""!rate displa& o$ ailit&) This This press!re stems $rom a $ear o$ $alling into the stereot&pe o$ $emale pla&ers eing in"ompetent# and the tho!ght %ill al%a&s eist in the a"( o$ their minds# ta(ing a "r!"ial part o$ their attention a%a& $rom the mat"h at hand# li(el& res!lting in lo%er per$orman"e in LoL mat"hes "ompared to men %ho do not s!$$er $rom the same e$$e"ts)
Ster Stereot eot&p &pee Thr Threat eat in 9ro 9ro$e $ess ssio ional nal 9la& 9la& D!e to
the detrimental e$$e"ts o$ stereot&pe threat# %omen are more li(el&
to do %orse than men in mat"hes %here "ro%ds are going to e eval!ating their s(ill#
espe"iall& i$ the $emale pla&er "annot hide her gender) The est eample o$ this setting is# o$ "o!rse# the pro$essional stage# %here no one "an hide ehind their monitor at home an&more) There# ever&one %ill have their e&es on her# .!dging her ever& a"tion# and ma(ing s!re no mista(e goes !nnoti"ed) A massivel& spe"tated environment p!ts press!re on ever& pla&er# !t espe"iall& on %omen# sin"e nood& %ants to e the one %ho "on$irms the p!li"’s negative elie$s ao!t $emale pla&ers) 5o%ever# e$ore eing pla"ed on an o$$i"ial "ompetitive Leag!e o$ Legends team# one m!st go thro!gh the
& tr&ing to avoid doing adl& and $itting into the stereot&pes# $emale pla&ers do ea"tl& that) ;n the s!r$a"e# it seems as i$ %omen are simpl& not s(illed eno!gh to ma(e it to the pro$essional s"ene# !t it is $ar more ps&"hologi"all& "ompli"ated than that) All o$ the stress to s!""eed and to prove others %rong on top o$ the alread&-demorali8ing or inappropriate "omments ma(es a notale di$$eren"e in gamepla&) League League of Legends# eing a "ompetitive video-game that re'!ires a pla&er’s $!ll attention attention and rainpo%er to pla& to their maim!m "apailit is !n$orgiving to%ards pla&ers %ho are distra"ted distra"ted & their o%n mista(es# or %orried ao!t ma(ing more) ;pport!nities %ithin ea"h mat"h %ill e missed i$ a pla&er spends a se"ond too long deating %hether or not the& sho!ld ta(e it# a res!lt o$ the same sel$-do!t that plag!es man& $emale pla&ers d!e to the added a dded press!re) The la"( o$ a proportionate n!mer o$ $emale pla&ers in the pro$essional
League of Legends s"ene is not d!e to gender di$$eren"es# nor is it e"a!se %omen la"(
interest in the game# !t e"a!se stereot&pe threat po(es at the s!"ons"io!sness o$ $emale pla&ers and "reates stress in pla&ers %ho gen!inel& gen!inel & %ant to improve !t are hindered & the $ear o$ seeming li(e a stereot&pi"al 3girl %ho "annot seem to get a grasp on ho% a video-game %or(s#4 as one o$ m& intervie%ees p!t it)
10)
greatl& red!"es their "han"es o$ e"oming a pro$essional pla&er# oth e"a!se o$ the negative attention and e"a!se their s(ill level is red!"ed & stereot&pe threat) The "riti"al $a"tor into all o$ this is that as long as stereot&pes ao!t $emale pla&ers eing in$erior eist# stereot&pe threat %ithin League of Legends %ill eist)
To eting!ish these mis"on"eptions perpet!ated & negative nega tive $emale stereot&pes# iot Games as a "ompan& m!st $ind and p!li"i8e more high-ran(ing $emale pla&ers in arti"les and videos that the League of Legends "omm!nit& vie%s $re'!entl&) eg!lar $emale epos!re that is not ao!t their negative image %o!ld de!n( stereot&pes and start the length& pro"ess o$ rea(ing do%n deepl& rooted so"ietal notions ao!t %omen in gaming) ;nl& %hen the stereot&pes are $!ll& ro(en do%n %ill %omen $eel no additional press!re on their pla& "ompared to men# and onl& then %ill their s(ill potential in "ompetitive video-gaming e e'!ali8ed) A ene$i"ial side-e$$e"t side-e$$e"t to having %omen in pro$essional gaming is that there %o!ld e other %omen %ho see themselves represented in 3role model4 positions and# th!s# e"ome e"o me more li(el& to p!rs!e video-games as an interest or a ho res!lting in a higher $emale pop!lation per"entage pla&ing "ompetitive video-games in the $irst pla"e)
as(etall pla&ers# so""er pla&ers# $ootall pla&ers# s%immers# s%immers# or an& other sport (no%n to h!man(ind)
Appendi S!rve& and Intervie% P!estions:
*hat is &o!r genderH
*hat *hat %as %as &o!r &o!r pea( ran( ran( in in thes thesee past past 2 seaso seasons nsHH
*hat *hat are are &o!r &o!r t%o t%o main main roles roles in in order order o$ pre$ pre$ere eren"eH n"eH
*hat *hat do &o! &o! thi thin( n( o$ o$ gir girls ls that that pla& pla& LoL LoLHH
*hat *hat ster stereot& eot&pes pes ao!t ao!t %ome %omen n in LoL do &o! &o! (no% (no% ao!tH ao!tH
Do &o! &o! el elie ieve ve in thes thesee ste stere reot& ot&pes pesHH
I KCALK: 7) at
5o% have the stereot&pes s!rro!nding $emale LoL pla&ers a$$e"ted &o!# i$ the& do allH
)
I$ &o! %o!ld li(e to des"rie an instan"e %here someone treated &o! di$$erentl&
!pon (no%ing that &o! %ere a $emale# please do so) /)
5o% do &o! thin( men see $emale LoL pla&ersH
10) *h& do &o! thin( these $emale stereot&pes eistH 11) Do &o! have interest in "liming to higher ran(s diamond or aoveH 12) *h& doJdonQt &o! have interest in "liming to higher ran(sH 1>) 5ave &o! noti"ed the pop!lation gap et%een male pro-pla&ers and $emale pro pla&ersH
*hat *hat do &o! thin thin( ( ao!t ao!t it it or %h& do do &o! &o! thin( thin( it eis eistsH tsH
1=) Do &o! (no% ao!t emiliaH
*hat *hat do &o! &o! thi thin( n( ao! ao!tt herH herH
I CALK ; ;T5K: 7)
Des"rie to me %hat &o! thin( o$ %hen &o! thin( o$ a girl that pla&s LoL)
)
*h& do &o! thin( the $emale stereot&pe eists in LoLH
/)
Do &o! thin( that there is a general male Leag!e pla&er stereot&pe "o!nterpartH
*hat is itH
10) Do &o! have interest in "liming to higher ran(s diamond or aoveH 11) *h& doJdonQt &o! have interest in "liming to higher ran(sH 12) 5ave &o! noti"ed the pop!lation gap et%een male pro-pla&ers and $emale pro pla&ersH 1>) *hat do &o! thin( ao!t it or %h& do &o! thin( it eistsH 1=) Do &o! (no% ao!t emiliaH
*hat *hat do &o! &o! thi thin( n( ao! ao!tt herH herH
*or(s e) 2017) https:JJen)o$orddi"tionaries)"omJde$initionJ"ognition Kmri"(# David G)# et al) Social &clusion" Po*er" and ideo ideo Ga!e Play: +e* ,esearch in $igital Media and Technology Technology) Lanham: Leington oo(s# 2012)
erg!son#
3a"tsheet: *omen *omen in the ;l&mpi" Covement)4 .nternational Oly!%ic Co!!ittee# 22 Fan)
2016#
https:JJstillmed)ol&mpi")orgJDo"!mentsJe$eren"edo"!mentsa"tsheetsJ* https:JJstillmed)ol&mpi")or gJDo"!mentsJe$eren"edo"!mentsa"tsheetsJ*omenin omenin ;l&mpi"Covement)pd$) Gama"he#
attendan"e d!e to harassment)4 Ga!e Skinny/ http:JJ%%%)games(inn&) http:JJ%%%)games(inn&)"omJvn>nJ$irst-%oman-in-the-leag!e-"hampionships"omJvn>nJ$irst-%oman-in-the-leag!e-"hampionshipsseries-is-deating-her-attendan"e-d!e-to-harassment)) series-is-deating-her-attendan"e-d!e-to-harassment 5lodan# ;(sana) RDigital Games: Learning thro!gh 9la&)R 9la&)R #ioScience" vol) ,# no) /# 200# pp) 7/1) 0STO,/ Fa"os# 5arrison) 35ereQs 35ereQs the insane training s"hed!le o$ a 20-something pro$essional gamer)4 #usiness .nsider ) 11 Ca& 201,#
http:JJ%%%)!sinessinsider) http:JJ%%%) !sinessinsider)"omJpro-gamers-eplain-the-insane-training-regi "omJpro-gamers-eplain-the-insane-training-regimenmenthe&-!se-to-sta&-on-top-201,-,)) the&-!se-to-sta&-on-top-201,-, ?enned Farred 3radmore4# and o8elle# *halen 3Cag!s4) 32016 Leag!e o$ Legends *orld J12/16,6Jthe-past- Polygon) > Sep) 2016# http:JJ%%%)pol&gon)"omJ2016J/J1>J12/16,6Jthe-past present-and-$!t!re-o$-leag!e-o$-legends-st!dio-riot-games) present-and-$!t!re-o$-leag!e-o$-legends-st !dio-riot-games) Leslie# # http:JJ%%%)pol&gon)"omJ$eat!resJ201>J12J2J,1=>,6Jno-girls-allo%ed)) http:JJ%%%)pol&gon)"omJ$eat!resJ201>J12J2J,1=>,6Jno-girls-allo%ed Lisi# Ann C"gilli"!dd&-De# et al) #iology" Society" Society" and #ehavior: The $evelo%!ent of Se& $ifferences in Cognition Cognition) Ale# 2002) 1uestia School )
Lo$t!s# Geo$$re& )# and Kli8aeth ) Lo$t!s) Mind at Play: The Psychology of ideo ideo Ga!es)
e% @or(: @or(: asi"# asi"# 1/>) 1uestia/ Cassanari# A)L) 3Gendered 9leas!res: The *ii# *ii# Kmodiment and Te"hnologi"al Desire)4 Social &clusion" Po*er" and ideo Ga!e Play" 2012# pp) 11>-1>)
Coerman# Ci"hael) Talking Talking Culture: thnogra%hy and Conversation 2nalysis/ 9hiladelphia: Bniversit& o$ 9enns&lvania# 1/) 1uestia) 9aaen# en.amin# et al) 3*hat is a Tr!e GamerH The Cale Gamer Stereot&pe and Carginali8ation o$ *omen in Video Game ,) 9allotta# ran() 3Core than 111 million people %at"hed S!per o%l LI)4 C++ Media) 7 e) 2017# http:JJmone&)"nn)"omJ2017J02J06JmediaJs!per-o%l-ratings-patriots$al"onsJ) $al"onsJ) 9i"(ering# Ci"hael) ,esearch Methods for Cultural Cultural Studies/ Kdin!rgh Bniversit& 9ress# 200) 1uestia/ Spen"er# Steven F)# et al) 3Stereot&pe Threat and *omen’s omen’s Cath 9er$orman"e)4 0ournal of &%eri!ental Social Psychology# vol) >,# 1///# =-2)
Verme!len# Lotte# and Fan Van Loo&) 3I 9la& So I AmH’ A Gender St!d& into Stereot&pe 9er"eption and Genre 0=) #SCOhost )
3*hat is the 2016 *orlds *orlds
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