According to the book “Digitized Lives” by T.V. Reed, 65% of women in gaming fields have been sexually harassed. Women, in general, are three times more likely to be the victims of derogatory or offensive remarks than their male counterparts.
This unjust and outrageous gap between the treatment of men and women in the gaming field serves to highlight a broader problem within the community – its pervasive sexist agenda thrives despite modernity. Even so, the subjugation of women in competitive fields is not something new – not a revelation that will be dropping jaws any time soon.
The California Women’s Law Center reported that there were no women in the group of 2024’s highest paying athletes. Similarly, the National Library of Medicine reported that women are underrepresented in sports leadership, media coverage and sponsorships. Yet the difference lies in gaming’s foundational modernity.
Only becoming a truly popular activity in the 1970s-80s, gaming became a mainstream activity through arcades, gaming consoles and home computer games. In just 40 to 50 years, perhaps only one generation of children have grown up in a world where gaming is an activity taken seriously, with most countries only recognizing it as an official sport in the early 2000s.
Born in a world with steadfast social, technological and cultural development at a speed never seen before in human history, gaming is a sport that embodies the innovative spirit that has shaped today’s society. Yet the gaming community’s wide inclusivity of sexism demonstrates how despite what popular opinion may suggest, sexism is still alive and thriving even in the most contemporary ways.
The composition of many video games is sexist when one analyzes the way they portray women. A multitude of female characters are depicted as brainless, co-dependent and highly sexualized.
In the game Mortal Kombat, amongst many others, Kitana and Jade are strong and determined fighters yet are dressed in skimpy bikinis that would do little to help during an actual fight. Princess Peach in Mario Kart is never explicitly labeled as incapable, yet her role has almost always consisted of being a damsel in distress, a puppet to push forward the idea of Mario’s heroics while contributing nothing for her own character.
In these cases, the women act as dolls, their most notable features being their bodies and barely-there outfits, ultimately establishing their entire significance in their ability to encourage arousal. The revealing and weak depictions demean women and portray them in manners that encourage their objectification and exemplify the current widespread ideal that many men have of women needing to be seen and not heard.
Sexism is further encouraged as young minds play games and are influenced by the exclusionist mindset streamers and other creators advocate for while gaming. Gaming is not only a hobby but also a cultural phenomenon, and the voices of prominent creators and influencers wield immense power.
When these individuals perpetuate sexist rhetoric or mock inclusivity, they shape the perspectives of impressionable players. Creators like Tyler1 and Pewdiepie all have huge followings composed of children and teens alongside a background for making overall offensive remarks not restricted to sexism.
Furthermore in 2022, the Entertainment Software Association found that 76% of children under the age of 18 who play video games look up to gaming influencers as role models. Young players exposed to exclusionary views often grow up normalizing such behaviors, perpetuating the cycle of misogyny in the gaming sphere.
Respect and admiration for people who easily spout divisive and intolerant comments only allows for discriminatory attitudes to be cultivated in youth. The lack of accountability for these gaming figures only bolsters the problem, creating an environment where disrespect and toxicity are tolerated, if not celebrated.
Sexist attitudes only lead to female gamers being excluded from the community, often facing harassment, belittlement or outright dismissal from their male counterparts. As a result, women may feel pressured to either conform to men’s toxic standards, or abandon gaming altogether, further perpetuating a cycle of exclusion, according to a 2021 survey from GameSpot. The outright lack of representation and respect discourages female gamers from pursuing their passion, or perhaps just simple hobby, stunting the growth of a more diverse and inclusive gaming culture.
The gaming community itself is built on sexist roots. From advertising that often caters exclusively to a male audience to the underrepresentation of women in both gaming content and development teams, the foundation of the industry has long excluded women. Games that attempt to be inclusive or feature strong female leads often face disproportionate backlash, further exposing the deep-rooted bias within the community.
For example, when female characters are portrayed in non-traditional roles or when games address issues of diversity, they frequently attract intense criticism, trolling and even harassment campaigns against developers and creators. When the game “Horizon Forbidden West” was released in 2022, it was lambasted by many players as the female main character, Aloy, was deemed unattractive. These reactions reveal an ingrained fear of progress within many sects of the gaming audience, showing that the industry’s culture is not just a reflection of sexism but a breeding ground for its perpetuation.
While there has been progress in recent years, with some games featuring strong, multi-faceted female protagonists like in “The Last of Us” and “Resident Evil,” the industry still has a long way to go. Change cannot only come from developers creating more inclusive games. It must also involve holding toxic communities accountable.
A feminist agenda in gaming would benefit not just women but everyone by fostering diverse, creative and inclusive gaming experiences. By addressing the issues at every level – from character design to community dynamics – the gaming world can become a space where players of all genders can feel welcome and participate without the fear of being shown prejudice.