”I find it funny that women have to come up with coping mechanisms, when men could just not be mean”: Gendered harassment in online multiplayer games
Kuja-Kyyny, Roosa (2025)
Kuja-Kyyny, Roosa
2025
Master's Programme in Game Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2025-06-26
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202506066892
https://urn.fi/URN:NBN:fi:tuni-202506066892
Tiivistelmä
The aim of this thesis was to explore and discuss the gendered harassment women face in online multiplayer video games. The research questions were “Does harassment affect female players gaming habits?” and “Have female players come up with coping mechanisms trying to avoid and counter harassment?”. Since online multiplayer video games are still stereotypically seen as men’s hobby, this thesis focused on the experiences of female players using feminist theory. The data for this thesis was gathered through an online survey, from people who identified as female players. The collected data was then analyzed by using reflexive thematic analysis. Created themes were connected to earlier studies on the same topic, utilizing narrative literature review, to discuss the experiences of female players in more detail.
The results of this thesis show that female players do encounter harassment directly connected to their gender. This thesis also shed light on women’s gaming habits, for example in relation to the use of different coping mechanisms to avoid being harassed. These kind of coping mechanisms involved hiding ones gender and avoiding using in-game chats. Further, the results indicated the need to keep working on creating safer gaming spaces, not for only women, but for everyone.
Suggestions for further research based on this study revolve around the so-called Queen Bee phenomenon and how women might join men in harassing other women in online multiplayer games. Ideally, finding solutions for harassment in general would be integral.
The results of this thesis show that female players do encounter harassment directly connected to their gender. This thesis also shed light on women’s gaming habits, for example in relation to the use of different coping mechanisms to avoid being harassed. These kind of coping mechanisms involved hiding ones gender and avoiding using in-game chats. Further, the results indicated the need to keep working on creating safer gaming spaces, not for only women, but for everyone.
Suggestions for further research based on this study revolve around the so-called Queen Bee phenomenon and how women might join men in harassing other women in online multiplayer games. Ideally, finding solutions for harassment in general would be integral.
