×
Home
2024 Conference
All Conferences
Instructions
TSVC | Tourism Students Virtual Conference

The Relationship between Women and Esports Gaming, and the Impact it has on becoming a Barrier when Travelling as a Woman

The Relationship between Women and Esports Gaming, and the Impact it has on becoming a Barrier when Travelling as a Woman
Author: Victoria Wood
0 Commentries
Keywords: Esports, Esports Industry, Gaming, Society, Women

Abstract

The aim is to examine the barriers that women face in the workplace of the Esports Industry by analysing how it may prevent them to travel and how this makes women feel when travelling as a gender that is growing in a growing industry. Esports is an industry of professional gaming which has a competitive field that have winnings for money, leagues, tournaments, championships that have trophies and awards etc. and worldwide professional teams that are well-known around the world which is found to be used on digital platforms such as gaming computers and gaming consoles (Rogers, 2019).

Discussions

Male dominance in Esports is existent within today’s society and should be recognised as an issue which is the objective of this paper as it affects the involvement of women in the Esports industry and the gaming culture as it can be a requirement to travel in this Industry. In terms of women wanting to participate, it may be intimidating, fearful or unwelcoming as a job role and hobby. Furthermore, this can interfere with their relationship to travel outside this industry as a woman who is involved in the gaming culture. Findings show that the main issue of Esports withholding male dominance in terms of the stereotype and the negative backlash and perspective females gain in the gaming culture, is the toxicity that the gaming culture has itself, and the fact that it has always been a culture of toxicity that can be seen as ‘gaming humour’. This finding suggests that the acceptance of discrimination against females allows for this to be a part of toxic humour for males (Hayday and Collision, 2019). It is also found that the discrimination against females are becoming known in society due to recognised articles and Esport organisations speaking about this and supporting women in the industry also (BEA, 2021).

“I have never attended a tournament for gaming in person as I am too scared to at the moment even though I am a semi-professional player for the female Esport gaming scene, although I am hoping I can get more confidence once I improve in the game as I tell myself maybe if I am good at the game, I won’t be spoken down to as a woman”

This is a direct quote stated by the chosen candidate for the research, which shows that there is an obvious outlook on the barrier of women in the Esports industry, this also shows that it can be a difficult circumstance to overcome for women in terms of feeling safe. This is an issue obvious to society as their profile as women intends for them to seem confident or strong which is damaging, alongside of the current situation of the Esports Industry supporting Females and very much encouraging females to get more involved in this industry. Considering this factor as an importance should be necessary whilst understanding that the gaming industry is currently trying to persuade society to notice Esports as a real sport in this century and onwards as a billion dollar industry creating more opportunities for both male and females so that it can grow as an industry; an industry that have Esport organisations that have mission and vision goals that involves this regarding the growth of the industry.

“It is important to examine factors that may contribute to the lower proportions of females within esports environments, as recent events have suggested Esports may be prone to instances of hostility toward female participants (Desatoff, 2018). It is stated by (Grindstaff & West, 2011) that men’s dominance in the development and administration of Esports exclude women and that findings show that the high rate of male dominance in this industry decrease women and girl participants, leaders and fans as of 2013 (Walker & Sartore-Baldwin, 2013). From onwards, it is clear that the increase of female participants have increased when relating it to recent sources although that recency of women beginning to rise in growth within this industry indicates that there are many factors women are facing as barriers within this industry still.


Conclusion

Overall, understanding the summary clearly, this shows that women can feel unsafe, fear, anger and any negative emotions that apply to the gaming culture which can mirror in their decisions when participating in the Esports Industry and when travelling. There is a clear and obvious understanding that women feel this way in terms of recent research although hostility and discrimination still exists. It is understandable that working in Esport industries support women and want to protect them to make women feel safe and supported, although it is currently clear that there are barriers that still exist despite this, regarding their position in the Esports industry. Barriers of-which include the prevention of confidence, encouraging female leaders, encouraging the growth of female participants and workers in industry as well which relates to tourism in a sense that travelling is a necessary requirement when working in this industry which prevents the growth of females in this industry in general which concludes fear in travelling, feeling safe, feeling confident and preventing females that are involved in the gaming culture to feel safe travelling in general by their experience with the gaming culture; a gaming culture that is trying to grow in society and become known as a 'real sport' globally, and to grow their audience as a billion dollar industry.

References of Relevance

Darvin, L., Vooris, R. and Mahoney, T. (2020) The Playing Experiences of Esports Participants: An Analysis of Hostility and Treatment Discrimination in Esports Environments’. Journal of Athlete Development & Experience (JADE)m vol. 2, no. 1 pp. 36-50. Available at: https://web-a-ebscohost-com.proxy.library.lincoln.ac.uk/ehost/pdfviewer/pdfviewer?vid=1&sid=d06aba47-b634-4d4b-872b-2fe5fa291e67%40sessionmgr4007 [Accessed 6 June 2021].

Roland, L. (2017) Good Luck, Have Fun: The Rise of Esports. [online] Available from: https://books.google.co.uk/books?hl=en&lr=&id=gF2CDwAAQBAJ&oi=fnd&pg=PT8&dq=the+beginning+of+esports&ots=puXmlB0C6u&sig=dGRwKIB52Ot0bJOvRSH-KtIBCnk&redir_esc=y [Accessed 5 June 2021].

Kruthrik, N, S. (2020) ‘Esports and Its Reinforcement of Gender Divides’, Marquette Sports Law Review, 30(2), pp. 347-369. Available at: https://web-b-ebscohost-com.proxy.library.lincoln.ac.uk/ehost/pdfviewer/pdfviewer?vid=1&sid=b0faefc6-1a7f-43ec-ae1f-d2fad26b899c%40sessionmgr103 [Accessed 5 June 2021].