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Gender Inequality in eSport Participation: Exploring the Social Process of Women eSport Consumers
Traditionally, men have been thought to have an advantage over women in sports. Even in electronic gaming (eSports), where physical attributes do not confer an advantage, women face limitations in participation. Despite eSports becoming a mainstream entertainment industry, most eSports players tend...
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Published in: | Journal of sport behavior 2022-12, Vol.45 (4), p.79-107 |
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container_title | Journal of sport behavior |
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creator | Kim, Se Jin Kim, Youngsun Sean |
description | Traditionally, men have been thought to have an advantage over women in sports. Even in electronic gaming (eSports), where physical attributes do not confer an advantage, women face limitations in participation. Despite eSports becoming a mainstream entertainment industry, most eSports players tend to be dominated by men, even though computers, game consoles, and virtual reality technology have been designed to appeal to genders equally. Based on this gender disparity, the current research addresses men's dominance of the eSports industry and examines strategies to encourage more women's participation. Specifically, the essential differences between the genders' respective social processes in gaming are examined through a constructionist grounded theory analysis. Focusing on the lived experience of women who began playing League of Legends and eventually lost interest at a more competitive level, the findings propose that women go through a three-stage process when engaging in eSports: (i) initiation, (ii) affection, and (iii) denial, eventually leading them to withdraw. The findings suggest that the skill gap between genders is not significant. Accordingly, to bridge the gap of eSport participants between gender, more women need to be exposed to technology earlier in their lives, and women gamers, including star players, must exist. Also, more games that provide options for the taste of women eSport participants need to be provided. Ultimately, to construct an environment to enhance women's eSports participation, and eSport participants who are men need to take the lead in eliminating gender stereotypes. |
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Even in electronic gaming (eSports), where physical attributes do not confer an advantage, women face limitations in participation. Despite eSports becoming a mainstream entertainment industry, most eSports players tend to be dominated by men, even though computers, game consoles, and virtual reality technology have been designed to appeal to genders equally. Based on this gender disparity, the current research addresses men's dominance of the eSports industry and examines strategies to encourage more women's participation. Specifically, the essential differences between the genders' respective social processes in gaming are examined through a constructionist grounded theory analysis. Focusing on the lived experience of women who began playing League of Legends and eventually lost interest at a more competitive level, the findings propose that women go through a three-stage process when engaging in eSports: (i) initiation, (ii) affection, and (iii) denial, eventually leading them to withdraw. The findings suggest that the skill gap between genders is not significant. Accordingly, to bridge the gap of eSport participants between gender, more women need to be exposed to technology earlier in their lives, and women gamers, including star players, must exist. Also, more games that provide options for the taste of women eSport participants need to be provided. Ultimately, to construct an environment to enhance women's eSports participation, and eSport participants who are men need to take the lead in eliminating gender stereotypes.</description><identifier>ISSN: 0162-7341</identifier><identifier>EISSN: 2641-3477</identifier><language>eng</language><publisher>Mobile: University of South Alabama</publisher><subject>Analysis ; Computer entertainment systems ; Discrimination in sports ; Entertainment industry ; Equipment and supplies ; Esports ; Gender ; Gender equality ; Grounded theory ; Men ; Sex discrimination against women ; Sexism ; Skills ; Social aspects ; Social science research ; Sports fans ; Sports management ; Stereotypes ; Tournaments & championships ; Video games ; Virtual reality ; Women ; Women's sports</subject><ispartof>Journal of sport behavior, 2022-12, Vol.45 (4), p.79-107</ispartof><rights>COPYRIGHT 2022 University of South Alabama</rights><rights>Copyright Journal of Sport Behavior Dec 2022</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780</link.rule.ids></links><search><creatorcontrib>Kim, Se Jin</creatorcontrib><creatorcontrib>Kim, Youngsun Sean</creatorcontrib><title>Gender Inequality in eSport Participation: Exploring the Social Process of Women eSport Consumers</title><title>Journal of sport behavior</title><description>Traditionally, men have been thought to have an advantage over women in sports. Even in electronic gaming (eSports), where physical attributes do not confer an advantage, women face limitations in participation. Despite eSports becoming a mainstream entertainment industry, most eSports players tend to be dominated by men, even though computers, game consoles, and virtual reality technology have been designed to appeal to genders equally. Based on this gender disparity, the current research addresses men's dominance of the eSports industry and examines strategies to encourage more women's participation. Specifically, the essential differences between the genders' respective social processes in gaming are examined through a constructionist grounded theory analysis. Focusing on the lived experience of women who began playing League of Legends and eventually lost interest at a more competitive level, the findings propose that women go through a three-stage process when engaging in eSports: (i) initiation, (ii) affection, and (iii) denial, eventually leading them to withdraw. The findings suggest that the skill gap between genders is not significant. Accordingly, to bridge the gap of eSport participants between gender, more women need to be exposed to technology earlier in their lives, and women gamers, including star players, must exist. Also, more games that provide options for the taste of women eSport participants need to be provided. Ultimately, to construct an environment to enhance women's eSports participation, and eSport participants who are men need to take the lead in eliminating gender stereotypes.</description><subject>Analysis</subject><subject>Computer entertainment systems</subject><subject>Discrimination in sports</subject><subject>Entertainment industry</subject><subject>Equipment and supplies</subject><subject>Esports</subject><subject>Gender</subject><subject>Gender equality</subject><subject>Grounded theory</subject><subject>Men</subject><subject>Sex discrimination against women</subject><subject>Sexism</subject><subject>Skills</subject><subject>Social aspects</subject><subject>Social science research</subject><subject>Sports fans</subject><subject>Sports management</subject><subject>Stereotypes</subject><subject>Tournaments & championships</subject><subject>Video games</subject><subject>Virtual reality</subject><subject>Women</subject><subject>Women's sports</subject><issn>0162-7341</issn><issn>2641-3477</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2022</creationdate><recordtype>article</recordtype><recordid>eNp90FFLwzAUBeAiCs7pfwgIgg-FpGma1rcx5jYYOtjAx5Kmt11GlnRJCvPfW5nIfPHpvnznHLhX0SjJUhLTlPPraIRJlsScpuQ2uvN-jzHOCKOjSMzB1ODQ0sCxF1qFT6QMgk1nXUBr4YKSqhNBWfOCZqdOW6dMi8IO0MZKJTRaOyvBe2Qb9GEP8JudWuP7Azh_H900Qnt4-LnjaPs6204X8ep9vpxOVnFLEs5jKWpWV4wUKWDCikJwkE3FCpFjJmjFJEDFs6LKME1pVtW8yhPOioaKhoEs6Dh6PNd2zh578KHc296ZYbEcHCcJzjkf1PNZtUJDqYy0JsAptKL3vlxu3soJH9pTnpH8f5vPV3_t04XdgdBh563uvx_nL-EXGYt6yA</recordid><startdate>20221201</startdate><enddate>20221201</enddate><creator>Kim, Se Jin</creator><creator>Kim, Youngsun Sean</creator><general>University of South Alabama</general><general>Journal of Sport Behavior</general><scope>8GL</scope><scope>ISN</scope><scope>3V.</scope><scope>4T-</scope><scope>4U-</scope><scope>7RV</scope><scope>7TS</scope><scope>7XB</scope><scope>88G</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>KB0</scope><scope>M2M</scope><scope>M2O</scope><scope>MBDVC</scope><scope>NAPCQ</scope><scope>PHGZM</scope><scope>PHGZT</scope><scope>PKEHL</scope><scope>PPXIY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PSYQQ</scope><scope>Q9U</scope><scope>S0X</scope></search><sort><creationdate>20221201</creationdate><title>Gender Inequality in eSport Participation: Exploring the Social Process of Women eSport Consumers</title><author>Kim, Se Jin ; 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Even in electronic gaming (eSports), where physical attributes do not confer an advantage, women face limitations in participation. Despite eSports becoming a mainstream entertainment industry, most eSports players tend to be dominated by men, even though computers, game consoles, and virtual reality technology have been designed to appeal to genders equally. Based on this gender disparity, the current research addresses men's dominance of the eSports industry and examines strategies to encourage more women's participation. Specifically, the essential differences between the genders' respective social processes in gaming are examined through a constructionist grounded theory analysis. Focusing on the lived experience of women who began playing League of Legends and eventually lost interest at a more competitive level, the findings propose that women go through a three-stage process when engaging in eSports: (i) initiation, (ii) affection, and (iii) denial, eventually leading them to withdraw. The findings suggest that the skill gap between genders is not significant. Accordingly, to bridge the gap of eSport participants between gender, more women need to be exposed to technology earlier in their lives, and women gamers, including star players, must exist. Also, more games that provide options for the taste of women eSport participants need to be provided. Ultimately, to construct an environment to enhance women's eSports participation, and eSport participants who are men need to take the lead in eliminating gender stereotypes.</abstract><cop>Mobile</cop><pub>University of South Alabama</pub><tpages>29</tpages></addata></record> |
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ispartof | Journal of sport behavior, 2022-12, Vol.45 (4), p.79-107 |
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language | eng |
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source | EBSCOhost SPORTDiscus - Ebooks |
subjects | Analysis Computer entertainment systems Discrimination in sports Entertainment industry Equipment and supplies Esports Gender Gender equality Grounded theory Men Sex discrimination against women Sexism Skills Social aspects Social science research Sports fans Sports management Stereotypes Tournaments & championships Video games Virtual reality Women Women's sports |
title | Gender Inequality in eSport Participation: Exploring the Social Process of Women eSport Consumers |
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