Behavioral sciences (Basel, Switzerland) · 2026
A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry.
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Denia Mondéjar Javier, Pérez-Martínez Vanesa, Vives-Cases Carmen
Аннотация
OBJECTIVE: This metasynthesis analyzes the current evidence on the perceptions of sexism among video game players (men and women) and the video game industry.
METHODS: The databases Scopus and ProQuest were used to select 15 qualitative studies in a final analysis. The analysis used the reciprocal translation technique to analyze and interpret the data.
RESULTS: Three primary themes emerged: normalized violence in gamer environments (n = 13), strategies to confront sexism/gender harassment (n = 10), and internal ambivalence and tension (n = 10). The results show that female videogame players experience daily hostility due to the fact of being women in an environment of male dominance. This leads to recurring confrontations, which can result in female video game players being questioned in terms of identity and behavior by both themselves and the community.
CONCLUSIONS: This metasynthesis suggests that sexism in online video game environments is not an isolated phenomenon and directly affects the experience of female video game players. Furthermore, it highlights the importance of further exploring the perceptions and experiences of different groups within gamer communities, in order to make progress towards a more egalitarian and diverse culture.
METHODS: The databases Scopus and ProQuest were used to select 15 qualitative studies in a final analysis. The analysis used the reciprocal translation technique to analyze and interpret the data.
RESULTS: Three primary themes emerged: normalized violence in gamer environments (n = 13), strategies to confront sexism/gender harassment (n = 10), and internal ambivalence and tension (n = 10). The results show that female videogame players experience daily hostility due to the fact of being women in an environment of male dominance. This leads to recurring confrontations, which can result in female video game players being questioned in terms of identity and behavior by both themselves and the community.
CONCLUSIONS: This metasynthesis suggests that sexism in online video game environments is not an isolated phenomenon and directly affects the experience of female video game players. Furthermore, it highlights the importance of further exploring the perceptions and experiences of different groups within gamer communities, in order to make progress towards a more egalitarian and diverse culture.