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“It Felt Normal”: Rethinking Gendered Benefits in Gaming: What Women Players’ Experiences Reveal

Wesala, Sanni (2026)

 
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Wesala, Sanni
2026

Master's Programme in Game Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2026-06-01
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202605306614
Tiivistelmä
Video gaming has become a significant social and cultural environment in which participation, interaction, and belonging are continuously shaped through everyday practices. Previous research on women players has focused primarily on negative experiences such as harassment, exclusion, and discrimination, while considerably less attention has been paid to the conditions under which gaming is experienced as positive. In this context, this thesis examines how women players describe positive experiences in gaming environments, with particular focus to the role of gender in shaping them.

The study is based on eight semi-structured interviews conducted with adult Finnish women players. Participants were recruited through social media, gaming-related spaces and events, and personal networks, and the interviews were conducted online in Finnish. The material were analyzed using reflexive thematic analysis to interpret participants’ descriptions of positive gaming experiences and to develop themes through the researcher’s interpretive engagement with the data.

The findings suggest that positive experiences were most often associated not with the explicit emphasis of gender, but with situations in which gender did not restrict participation or define interaction. Repeatedly, these experiences were described in remarkably ordinary terms: it felt normal. This was especially evident in small trusted groups, cooperative play, and interactions in which participants were treated simply as players. Rather than indicating the absence of meaning, this expression pointed to situations in which participation was not burdened by gendered expectations, added pressure, or the need for self-justification. At the same time, gender could also contribute positively in certain contexts, particularly through supportive interaction, empathetic communication, shared play with other women, and a lower threshold for participation.

The results indicate that gender-related positive experiences in gaming are primarily relational rather than individual. They emerge through interaction, recognition, and community, and are shaped by the social dynamics of specific gaming situations. By focusing on positive and enabling experiences, this thesis contributes to game studies and gender studies by expanding current understandings of women players beyond problem-focused accounts. It also shows that positive experiences are not merely marginal exceptions, but a meaningful part of women players’ everyday gaming lives. Examining community, belonging, and positive gaming experiences is therefore essential to understanding how gaming culture works when it works well.
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PL 617
33014 Tampereen yliopisto
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