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Winters and Williams' 2021 study examines how women who identify as both gamers and feminists build and sustain these two identities despite perceived hostility within gaming communities and the industry. The research is motivated by a striking gap: women make up just under half of game consumers and the average gamer is 35, yet the prototypical gamer identity has been coded as cisgender, heterosexual, white, and male, and harassment campaigns such as #GamerGate have targeted women and feminists. Little prior work had examined how these identities coexist, and the study addresses that gap through semi-structured interviews with ten self-identified feminist women gamers, analyzed through in vivo coding.
The findings show that all ten participants identified strongly with gaming communities, and most had experienced gender-based exclusion or skepticism about their legitimacy as "real" gamers, with some withdrawing into smaller or alternative spaces. Rather than leaving gaming, respondents typically formed or joined supportive communities, and many found tabletop gaming less hostile than video gaming. Their feminist identities were largely self-taught and intersectional, shaped more by personal experience and social media than by formal study, and were often activated by events such as #GamerGate and #MeToo. While most did not regard themselves as frequent targets of severe harassment, about half viewed the broader gaming community as anti-feminist. Participants were cautiously optimistic about industry progress, such as more diverse character options, but consistently called for stronger action from developers and community managers against sexism, racism, homophobia, and transphobia.
The study's scope is limited to a small, predominantly white, women-only sample interviewed online, so its findings on the severity and frequency of mistreatment are perceptual rather than measured and are not generalizable. The research also notes emergent themes beyond its core focus, including distinctions between video and tabletop gaming, experiences within cosplay communities, and ableism faced by gamers with disabilities, which the authors suggest merit further investigation.
DiGRA · 2023