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1The Perception of Females Playing First Person Shooter Games

According to the Entertainment Software Association, Internet Advertising Bureau UK, Kantar Media TGI, In the USA, 47% of women play games. This is somewhat half of each gender enjoying playing any kind of game. There are 33 million gamers in Britain, 27m whom are adults. Women aged 18 and over represent a significant greater portion of game playing population, perhaps not playing First Person Shooters (FPS) but they definitely play games. If statistic show women do play games, why are they targeted, suffering verbal abuse and not being welcomed into the FPS online environment. As a feminist, I want to know why women are not welcomed into doing certain activities such as games but are categorized into being in the kitchen or cleaning. Im interested in why women arent stereotypically considered to be hardcore gamers. In todays modern age, women should be able to play any type of game, whether its violent FPS such as Call of Duty (COD) or ingenuous racing such as Mario Kart. To begin my research into the subject I have explored surveys, interviews and case studies. These types of analysis can offer a wide range of answers from a professional viewpoint as well as an amateurs. Asking the general public will give a better understanding of peoples ideas that dont play games often. An interview of a game designer gives a professional approach so I can apprehend if sexism is present in a working environment. This study will examine peoples understanding of women playing violent games. By examining different kinds of people in different social situations such as gamers and non gamers, including myself I will have an in depth and broad conceptualization of the study.

Literature Review Gender makeup is having an affect on how we play games, so much that most women are suffering sexism while playing FPS. These games are widely considered to be masculine but as
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statistics and Jenny Hanivers website show, it is reasonably common. Hanivers (2013) website is my main inspiration and focus for this study. Her discussions and transcripts support my idea that women suffer abuse online and her website has many examples of comments she has collected from around the internet regarding her site. Beyond Barbie & Mortal Kombat (2008) has an interesting section on women playing games suggesting men are considered better because they are hunters of the tribe (Kafai, 2008, p51). She discusses the movement of women playing games and why they are told to play girl friendly type games. The gender gap and masculine game play is discussed and how these play important roles to the study. Is this a reason men are targeting women because they consider themselves to be better? Kafai (2008, p281) notes women either play alone, with other boys but never in a group of girls. Unlike boys who exclusively play with other boys. Does this reflect mens insecurities about playing games? Women playing with other makes might make them feel more accepted. Kerr (2006) discusses the research into women playing games and their preferences. It appears that companies design choices prove these games are for a masculine audience. Kerr (2006, p95) cites certain types of media are specifically produces for female audiences, often by women.male audiences are las served by distinctive media types and genres. The lack of women in the industry is resulting in less femininity in these male dominated games. Perhaps men wouldnt be inclined to play games designed by a woman. This sexism begins in the industry and is transferred to its customers. When female players were discussed, a very traditional female stereotype was evoked, which translated into game designs being built around social relations, romance, emotions and role playing (Kerr, 2006, p97). If games are designed for women they are most certainly not FPS as their stereotype does not appreciate this. If players are having these ideas of women being outsiders in the gaming world its not surprising its in the footprint of their design. These games are
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ultimately being created for men to play so women who are interested in joining in are abused an left feeling unwelcome. When FPS are being created masculine fantasies dominated design discussions (Kerr, 2006, p97). These games are ultimately created for men to play but women also seem to be very interested in them. Regardless of their audience, the industry will create whatever the public want to earn a profit. Kerr (2006 p98) discusses that the industries research is primary males ages 13-25 and publishers want to satisfy this market and allow it to grow. Walkerdine (2007, p48) states that many girls have failed to get beyond a basic stage of the game, though it was by no means true fore all of them. This suggests that women are not capable of playing games as well as men. Most of her studies are on young girls playing games but these ideas are transferred into adulthood so its easy to see why society is obsessed with the fact females do not play games. This social sexism is beginning very early on even before the children reach teenage years or are able to play violent games. When the children are playing simplistic games such as Mario Kart they are still considered to be bad players and always defeated. Walkerdine (2007, p47) cites there is no reason why a girl may not find pleasure in a performance and position usually understood as masculine. Women can enjoy playing games just as well as their male counterparts. Men seem to get offended and agitated if a women beats them in a FPS online game. Games such as COD can require team work, and men do not want a women on their team even if they are good or better than them. Its as if men feel less masculine if they are are not the best. Marx (2007) discusses how games are mainly male dominated on the customer end. A game could me made violent to attract male gamers, its easy to see why the male-dominated fields churn out male-dominated types of entertainment. A Game will be created to attract a certain kind of audience (Marx, 2007, pxx) therefore violent games havent been created for a female audience but they still enjoy to playing them. This could be causing conflict between the gamers as they dont
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think women belong in that kind of environment as the game hasnt been designed for them. Walkerdine (2007) exchanges views about how a game has been designed for specific type of people and why men dont expect females to play these particular games. There is no reason why a girl may not find pleasure in a performance and position usually understood as masculine (Walkerdine, 2007, p47) so women are able to enjoy these games if they are interesting in playing them. McQuail (1997, p95) describes gendered audiences and the differentiation of media uses depending on sex. Sexist ideas suggest that females are attracted to soaps, romantic novels and fiction. There is a clear gender division between products designed for either sex. This is obvious in television and advertising, as the woman is always shown cleaning, cooking or just in the kitchen. These are the representations men have of women, not them sitting down with a controller playing violent games.

Methodology Research methodologies utilized in the study are online surveys, questionnaires and in depth interviews. Ive looked at Hanivers (2013) website as a case study and will be analyzing her gameplay as well as analyzing my own gameplay in another case study. Qualitative and quantitative approaches were used to gain further insight into the publics ideas of the study. The surveys and questionnaires are quantitive as they provide me with information that is easy to analyze statistically so they are fairly reliable. Although, quantitative research is said not to provide an in depth description (Holah.co.uk, 2006). The qualitative method I have approached is the interview and case studies. They are considered less reliable but are far more valid as they provide a more in depth and rich description (Holah.co.uk, 2006). Ive used both methods to have a reliable, dependable and varied approach to the problem.
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Surveys were conducted to gain information from the public about their ideas of women playing FPS. The first survey was web-based so that a broad range of people from different backgrounds and age groups can give their opinions. This is for a communal approach that will give me a variety of answers. Ill also be carrying out another that will target The Game Art and Animation course. It will allow me to see what people who are very interested in games think about women gamers. When creating the survey and questionnaire I made sure that it was not to broad, minimizing the amount of questions asked as a long survey might make the surveyor become bored and less honest. The survey had enough questions to allow me to have enough research to analyze the topic thoroughly. According to Denscombe (2020, p14), online surveys are a cheap alternative to postal surveys. The waiting time for results is far less than conventional surveys and with the internet being so popular, people arent waiting for delivery and have instantaneous access. To verify the validity of my online survey, I conducted a group-administered survey based on the students on the Game Art and Animation course. By targeting an audience of people that play games regularly I can compare this with the general public that are less likely to play games most days of the week. Denscombe (2010, p16) explains that this type of survey is best suited for a small, natural group such as selected students from the course. Although the surveys tend to have a good response rate it will cost money as I had to print them therefore only 10 were created. Gamers are the main people I wanted to target as they are the people who use the product. Another reason for two surveys is so the answers are not bias and Ill have a good cross section of society to discuss. I interviewed a Game Designer (David Banner) to have an understanding of how the idea comes across in industry with a professional approach. David Banner from Wales Interactive has created games women based games so he understands the difference in creating a game for different audiences.
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Face to face interviews are the traditional way to conduct an interview or survey. A one to one interview with a selected person will be honest and not time wasting. Denscombe (2010, pI78) explains that sex, age and ethnic origins might affect my answers. As im interviewing an experienced male in the game industry, his ideas on the subject may differ from a female who has only been in the industry for a year. Denscombe (2010, p176) also cites that one to one interviews are easy to control...the opinions stem from one source and analyzing one persons voice on a recording is far easier than a groups. He is a good representative to the game industry as he has published games himself and has experience with finding out if women are an important area of the gaming market. Conducting a case study allows me to gather detailed information that a survey cannot. Unlike surveys, case studies offer an in depth study rather than a breadth of study. I have primarily focused on women playing the games and its outcome. Furthermore, this game playing environment is a far more natural setting than when I gave out the surveys. This makes my research accurate and furthers my understanding of the subject (Denscombe, 2010, p52-65). On Hanivers (2013) website Ive analyzed her most recent gameplay. The website features live recordings of mens comments to her online. There are various levels of abuse depending on the situation of why the opponent has decided to mistreat her. Analyzing her audio material will allow me to see her experiences with being mistreated online. She also has transcripts of the conversations and mails that have been sent in containing similar abuse. Ive done a critical analysis of my own gameplay on Call of Duty:Black Ops. This will give me first hand experience of how women are treated online. I have control of the games I will be joining and whether or not I provoke them and I know the audio is from an original, untampered source.

Findings and Analysis General society factors can really affect how people perceive a specific person or group whether it be because of gender, race or religion. Unfortunately in games there are under qualities that shouldnt happen. Its not just women that are affected, people from certain parts of the world can suffer verbal abuse as well as anyone thats different to the standard gamer. An abusive gamer will find anything different to the common gamer will derive the idea in order to win the game. Are these men trying to stop the female concentrating so they can win? People ridicule anyone for any reason and women are being victimized playing FPS. There is a deeper rooted sexism that can be seen in how women are interpreted in the media. McQuail (1997) discusses how women in adverts are usually shown cooking, cleaning or as mothers. Adverts of women in the media usually consist of these activities whereas games adverts are of a boy/man sat in front of a screen playing on the console. There is a clear gender division that the media has fueled over the decades and this is not a factor in gaming. The main issue is present in FPS and other violent games which arent considered feminine. If men are so sexist would they be just as angry if a woman beat them in Mari Kart? The online survey received 43 results, proving successful over the internet with the public. They were positive with 53.5% of answers being by a female. This has given me credible results as the survey wasnt bias and the majority of people surveyed were in the 18-24 age group. This appears to be the most popular age group to be playing games. Although some answered never to playing games, 62.8% of people answered to playing FPS at least once or twice a month. I wanted answers from a variety of people from different backgrounds, so having people who never play games answer proves they also have a perception on women gamers. Only 16.3% of people answered that the media influences what they think of women playing games. All the adverts that target women with washing up, household chores and cooking doesnt seem to be having a great affect on stereotyping women. Even though this is essentially what these
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adverts are doing, people arent associating this type of behavior with the reason that women shouldnt be playing FPS. In fact, 62.8% of people were happy about women playing games but a quarter did say they felt neutral. The majority of surveyors said they would be happy joining a game that had female players. Both sexes strongly agreed that it wouldnt affect them but 25.6% believed having women on your team would affect the probability of winning the game. These answers slightly contradict themselves as the majority of both sexes wouldnt mind joining a female dominant game but think they are more likely to lose. These statistics were interesting as 55.8% of people agreed men are better at playing FPS games than women. The survey also shows that at least half of people suffer from verbal abuse while playing FPS games. This style of games appears to promote aggressive and dishonest behavior. Wether the player be male or female, verbal abuse seems to be a common thing amongst this age group and style of games. The other survey was aimed at the BA Game Art and Animation course. Although the questions were they same as the online survey, tit was aimed at people who play games making the answers more reliable. Most of the people surveyed were male but I was able to get four females with everyone being in the 18-24 age bracket. This is similar to the results of the online survey. More people appeared to play games often. Their answers suggest they know more about the industry than people who are not doing this kind of degree. What was interesting in this survey is all candidates said they felt neutral to happy about women playing games. Both sexes agreed that they are happy to join a multiplayer game that has females on their team. This isnt a surprising answer from the women but the men dont appear to be being sexist at all. There is a slight contradiction to the answers of the likeliness of men being better players than women. Four people answered that its at least somewhat likely and four people answered neutral. Only two out of ten people said very unlikely. These answers suggest that the men surveyed think they are better players than women but it would not upset them to be on a team
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of female players. If they believe they are better players than women, why do they believe having women players on their team wont affect their ability to win? Four people answered very unlikely to that question with the rest saying somewhat unlikely or neutral. As a flaw with any survey, when answering neutral perhaps they arent being as honest. This answer could be used if the candidate doesnt want to reveal their true answer as it could be considered sexist or rude. Men appear to think they are better players than their female counterpart. Although eight people admitted to suffering verbal abuse online. Men are suffering with some sort of bullying while playing games, not just women. Although the language or words of abuse most likely differ from womens experience. David Banner a Game Designer said I started in games industry in 1995, essentially we were payed boys in a room to make stuff, so the games industry was really male dominated. From a designers perspective even in the early gaming days games weren't for women. Banner speaks of how boys play with cars and trains when theyre younger, girls play with dolls. This proves that games are gendered very early on and even in Banners opinion girls dont usually do masculine things. He thinks that games that are designed by or created by females have a better content and narrative as this is what concerns them unlike males which are more interested in how the game looked. He said women designers arent as common, 2 women in a team of 110 worked on Conflict:Desert Storm which is quite outrageous as this game was released in 2002. When you build games for a male and female audience, you need men and women working on the games. (Farokhmanesh, 2013). This disapproval of women playing or even creating FPS games is even present at the design stage. This suggests men do not welcome women in a FPS gaming environment as the games werent created by them or for them. It also means there was a lack of

women working on the game. Although Farokhmanesh (2013) suggests that both sexes are needed to create a successful game and in Banners case this did not materialize. Banner agrees that the perception of shooters is male orientated. Men are dominating the gaming world trying to push females out as they dont belong there. If you are a woman in the industry, there are all these little signals that you are not part of the club, that this is not your tribe (Farokhmanesh, 2013). His thoughts on women in the gaming industry having to work on games that are created for males supports the idea that women are unpopular in the online FPS gaming world. His ideas are men will create things that interest them such as racing, football and shooters and this is reflected in the games that are produced. Farokhmanesh (2013) cites that The gaming industry continues to recognize sexism and inequality in the gaming industry. The industry itself is recognizing women are not appreciated therefore it could be possible that they are not having a large inuence on its design as theres not a large number of women working on each project. Women who enjoy playing these games could be considered masculine or as Banner describes, a tomboy. Even from a professional point of view theres still a small sense of sexism and gender devision. Gaming companies dont appear to speak to a female audience while designing but omen are still keen to play them. Banners interview is similar to the answer in the BA Games Art survey. The men dont appear to have a problem with women playing these games, however it seems they both believe that men are better at playing games because the games were created for a male audience. A deeper thought is manifesting itself. The mens disregard for women playing games is becoming apparent. Its not a hatred towards women but analyzing their answers the two think games are a male dominant commodity. We can even see some sort of sexism in the industry with the lack of women designing these games. This could suggest that men wouldnt pick a FPS game that was primarily created by women.

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These ideas are similar to the discussion by Kerr (2006, p97). She says when female players were discussed, a very traditional female stereotype was evoked. Industry appears to be having similar ideas that women should be playing games that are romantic and passionate. Banner states women were called tomboys if they played games, suggesting that this gender division began as soon as games were being created. As Marx (2007, pxx) describes its easy to see why the male-dominated fields churn out male-dominated types of entertainment. A Game will be created to attract a certain kind of audience. Ray (2004, p7) mentions when a company is designing game, a gender audience is not given but they assume they are designing for males. She says games for girls have a different tone, nature and makeup and are usually activity based with passive feedback. Men are superior in this type of industry so these games ultimately will be created for boys and men to enjoy. Theres nothing to suggest the creators don't want women to play but the target audience is male. This preeminency is giving women an unwelcome approach to games, leaving them feeling outnumbered and unwanted in the gaming environment.

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Although this player states he has no problem with women playing games, he is stereotyping their profiles saying they wear fake glasses.. Kafai (2008, p51) states that men consider themselves hunters of the tribe. This is similar to Farokhmaneshs (2013) statement that If you are a woman...you are not part of the club, that this is not your tribe. Men seem to think women are a outcasts in the FPS online gaming world. This player thinks he is superior to women gamers but continues to say he doesnt have an issue with them playing FPS games. The statement is controvert, he believes female gamers feel the need to brag that they are playing. He then proceeds to look at their profile to see what they look like and stereotypes them. As they are wearing fake glasses they may want to look like the usual gamer stereotype with a geeky appearance. What interesting is he says the few girl gamers I get along with are in World of Warcraft, because most of them are laid back and just play the game. According to Kafai (2008, p91) men play MMO (Massively Multiplayer Online Game) games to kill monsters and women play only for socializing. FPS online games are slightly similar to MMO games because you can socialize, play as a team and kill people. Men still continue to play the game to kill others. The game requires a small amount of team working but the objective is to kill people on the other team and women also enjoy doing this. COD isnt as social as Wold of Warcraft, but the use of the mic could help other players and provide a more interactive play. Perhaps this is what women are hoping to find when they use their mic, to engage in conversation and support the other players. Men on the other hand use the mic as a tool for trash talk. Its enables them to remain anonymous with only a gamer tag to identify them, allowing them to curse, foul mouth and exploit others.

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This comment off Haniver, J (2013) website shows a player with the same displeased behavior as the comment above. He is annoyed that women players have stereotypical gamer tags suggesting they are female. He thinks women bring it on themselves when they suffer abuse. To suggest women suffer abuse because of their gamer tag is ridiculous as this is merely an informal identity to play online. As he calls them fat or attention whores, it seems these men are targeting women's appearance when making these remarks. Haniver, J (2013) has a recording on the 29th of January. Its a short clip where Haniver doesnt provoke the male at all, she sits in silence. The male player begins with Whats up Jenny? and continues to repeat himself. He soon realizes hes not getting the response hed hoped for so shouts out fucking fat whore!. Again we see a player using a womans appearance to provoke and offend her. Perhaps this man perceives women gamers as overweight. McQuail (1997, p95) states that the medias representation of women in usually showing them in the kitchen, cooking or cleaning. This idea can be seen on November 14th on Hanivers(2013) recording where a man tells her to make him a sandwich and then calls her a bitch. This idea that women are usually in the house cooking for men stems from advertising. When cooking and cleaning products need to be sold a woman is usually the products representative and is shown doing so for her husband. This player obviously think that women should be his slave cooking for him and obeying him. These type of phrases are minor abuse compared with the other kind crude and obscene behavior that has been recorded on the website. Extreme cases such as JenHaniver(2012) video clip expressing: You fucking dumb bitch, I hope a fucking nigger rapes you and fucking kills you and your family, you camping fucking twat. Camping is when a player stays in one place throughout an online game so an opponent walks past killing them easily. It can be considered cheating. Whether Haniver was camping this vile language is unacceptable. Walkerdine (2007, p48) states that many girls have failed to get beyond a basic stage of the game suggesting women cant play as well as
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men so maybe this is why some of them cheat, if they do camp. This player infuses this idea as he believes Haniver must have been cheating to win the game. When this level of abuse is compared to my findings when I played COD, we have two completely different examples of gaming experiences. I encountered no abuse at all. It was a struggle to get any male to speak to me about generic things so I was quite surprised when I didnt encounter any offensive behavior. Even when provoking the players repeating youve been beaten by a girl! no-one responded. One player did repeatedly say my gamer tag (Meiz92), and when I questioned why he kept repeating, I was ignored. The avatar for my gamer tag is quite clearly female with small shorts, crop top and long blonde hair. The players would have seen this small icon when joining the game so they knew I was female. Whilst playing I didnt see any stereotypical girl gamer tags. This could suggest that female gamers are far less common than their male counterparts. Perhaps if mine were more feminine I would have attracted attention even though I was speaking on a headset. These results indicate that unlawful behavior might not be very common. As Hanivers (2013) website is popular and well known throughout the gaming world, perhaps these men are playing up to the fact shes recording her experiences. Her gamer tag also clearly states her name: JennyHaniver. She also plays in a clan so she is usually joining a game with a group of friends that are on the same team. Kafai (2008, p281) states that women usually play alone or with another man which isnt always the situation with Haniver. She usually plays with other males but there is one other female present occasionally. This could help her feel more comfortable and spirited when surrounded my males. On occasions her male friends have reacted to the abuse she suffers by answering the other players. There are other websites that are dedicated to unveiling the abuse women suffer online such as fatsluttyorugly (2013). The slogan for the website is you play games? So are you fat, slutty or ugly? suggests these are common phrases females hear online. As Kafai (2008, p51) states men
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believe they are hunters of the tribe. They believe they are superior to women therefore suggesting they are able to use this type of language towards them. This website shows that there are other women who suffer whilst gaming although I didnt encounter any abuse. This shows that the abuse level varies but women are subjective to it.

Conclusion As the online disinhibition effect suggests that people may not be their true self online with gaming offering another world to players, men may not behave this way in reality (Suler, 2004). Men are targeting the opposite sex using phrases they know that will upset them. On occasion the language used is repulsive with death threats and describing rape. As an online gamer you are invisible to other players with only an avatar and gamertag as a representative. You dont know who youre playing, you are anonymous with the opportunity to separate your actions from the real world and identity (Suler, 2004). The perception some of the abusive players have of women is unpleasant. With the choice of words such as fat chick, pig, fat lesbian and fucking far whore being used (Haniver, 2013). Men think as they are anonymous to other players they can use whatever offensive language they like (Suler, 2004). Are men using abusive language because they are anonymous or is this what they really think of women, using the gaming world as a way to tell them. Hanivers (2013) recording on the 29th of October has a man describing female gamers. He says Hot girls dont play video games. Im not trash talking women; Im trash talking a pig and Shes huge. Name one hot girl that plays video games. Theres zero. The player has applied a stereotype to women gamers as he believes they are usually ugly or fat. This invisibility of players allows men to have this perception of women as theres no way to describe their appearance besides an avatar. She is also targeted because of her voice. She should have a penis, she sounds like a man.

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As women are playing in a male based environment, perhaps these men believe only

overweight and ugly women would ever want to play games online. An avatar is not a detailed representative of how the player looks therefore the male player has no idea if she is overweight or not.
I attracted no abusive behavior whilst playing with the gamertag (Meiz92). As it is gender-

neutral it does not suggest either male or female, perhaps leaving men disinterested in using offensive language towards me. This proves that although there are numerous websites proving the abuse women suffer online, it cannot be true for all of them. If women are to use microphones while playing then they should somewhat expect some level of harassment as Hanivers (2013) website clearly shows the level of abuse possible. The Online Disinhibition Effect (Suler, 2004) will always be true to online gamers as they will always be anonymous playing with audiences from all over the world. The same thing can also be said for male players who suffer abuse as founded in the surveys conducted. Therefore there is noway to stop the abusive language in online gaming of FPS. So for all who would like to avoid all unacceptable behavior, neutralize your gamertag and avatar and turn off that microphone for a better and more acceptable gaming experience. Further work could include looking at other websites similar to fatsluttyorugly (2013) and articles that have been written about abusive behavior women suffer while playing FPS. There are podcasts and video-blogs based on the study. Also, playing COD at different times of the day to see if this affects whether men are more abusive or to find out when more women play online. Surveys targeted towards women gamers to find out their experiences of online gaming answering in sentence form to have more detailed descriptions.

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http://www.reading.ac.uk/ssc/n/SADC%20DVD/Resources/SSC%20Good%20Practice %20Guidelines/qqa.pdf (Accessed: 23 January 2013) Explorable (2013) Survey Research Design. Available At: http://explorable.com/survey-researchdesign.html (Accessed: 23 January 2013) Activation (2012) Call Of Duty: Black Ops (Accessed: 7 February 2013) Blizzard Entertainment (2005) World of warcraft. California.

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