Department of Psychology, Edge Hill University , Ormskirk, United Kingdom .
Cyberpsychol Behav Soc Netw. 2017 Dec;20(12):740-745. doi: 10.1089/cyber.2017.0294. Epub 2017 Dec 6.
Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes toward female players. This included avatar gender, gender identity by gaming context, as well as more general gender-role beliefs. We undertook two studies, each utilizing an online questionnaire targeted toward online players. Study 1 recruited online gamers (N = 489) and compared competence perceptions of players, which varied by player gender (male, female) and avatar gender (male, female), whereby four conditions were established. Overall, player competence was perceived to be highest when male avatars were used, specifically when female players were depicted in this way. Study 2 explored the relationships between male social identity and gender-role beliefs, with sexist attitudes in gaming, and whether this varied by gaming context (massively multiplayer online [MMO] vs. first-person shooter [FPS]). Male online gamers (N = 193) were recruited, of which 112 were MMO players, and 81 were FPS players. It was found that identifying as male social identity was not related to sexist attitudes in either gaming context. However, more general gender-role beliefs were related to sexist attitudes. The findings indicate that although certain stereotypes exist (e.g., competence perceptions), these are not necessarily harvested by players' identities within communities, but may derive through more operational functions such as avatar gender.
性别刻板印象在数字游戏环境中仍然存在,尽管女性的参与率相对与男性持平。目前的研究探讨了许多因素及其对女性玩家刻板印象的感知和态度的影响。这包括头像性别、游戏环境中的性别认同,以及更普遍的性别角色信念。我们进行了两项研究,每项研究都使用了针对在线玩家的在线问卷。研究 1 招募了在线游戏玩家(N=489),比较了玩家能力感知的差异,这些差异取决于玩家的性别(男性、女性)和头像的性别(男性、女性),从而建立了四种条件。总的来说,当使用男性头像时,玩家的能力被认为是最高的,特别是当女性玩家以这种方式被描绘时。研究 2 探讨了男性社会认同与性别角色信念、游戏中的性别歧视态度以及这些因素是否因游戏环境(大型多人在线游戏 [MMO]与第一人称射击游戏 [FPS])而异的关系。招募了男性在线游戏玩家(N=193),其中 112 人是 MMO 玩家,81 人是 FPS 玩家。研究发现,男性社会认同与两种游戏环境中的性别歧视态度都没有关系。然而,更普遍的性别角色信念与性别歧视态度有关。研究结果表明,尽管存在某些刻板印象(例如,能力感知),但这些刻板印象不一定是玩家在社区中的身份所带来的,而是可能通过头像性别等更具体的功能产生。