Research in Dance and Physical Activity

Current Issue

Research in Dance and Physical Activity - Vol. 7 , No. 2

[ Article ]
Research in Dance and Physical Activity - Vol. 6, No. 1, pp. 61-74
ISSN: 2586-1034 (Online)
Print publication date 30 Apr 2022
Received 28 Feb 2022 Revised 13 Apr 2022 Accepted 20 Apr 2022
DOI: https://doi.org/10.26584/RDPA.2022.04.6.1.61

Perception of Female Gamers in Esports Players’
Jinhee Kim*
Andong National University, Republic of Korea, Professor

Correspondence to : *Email address: Jinhee6390@gmail.com

Funding Information ▼

Abstract

This study discovered perception of female gamers among esports players. The participants recruited from five male gamers who are professional players. Data were collected interviews, and data analysis was conducted content analysis and classification analysis. The first result of this study was the gender-role stereotypes for female gamers seen through the indirect experience of eSports players had a negative perception of female gamers. Younger players are more open-minded. Secondly, female gamers have fallen victim to constant insults and verbal abuse, and sexual harassment, manifesting as a form of bullying that gradually drives women out of the gaming world. Lastly, to solve the real problem of no registered female pro-gamers in the Korean eSports, it is hoped that a channel for female gamers will be established institutionally.


Keywords: Misogyny, stereotype, sexual harassment, gender inequality, eSports

Acknowledgments

This work was supported by the Ministry of Educaion of the Republic of Korea and the National Research Foundation of Korea(NRF-2021S1A5B8096446)


References
1. Ahn, H. N., Choi, M. O., Kim, Y. S., & Jung, N.S. (2019). Adolescents Motivation and Digital Literacy according to the Level of Internet Over-dependency. Journal of Learner-Centered Curriculum and Instruction, 19(6), 1345-1363.
2. Bang, H. K. & Won, Y. J. (2015). Progamers" Labor : Postmodern Mode, Modern Ethics. Korean Journal of Communication & Information, 74(6), 7-37.
3. Bayrak, E.A. (2020). Comparision of the attitudes towards learning with the participation motivation level in e-sports players. African Educational Research Journal, 8(1), 83-89.
4. Beak, C. Why are companies withdrawing from eSports? (2017.12.26). The Kyunghyang Shinmun. Retrieved on January 23, 2022 from http://weekly.khan.co.kr/khnm.html?mode=view&code=115&artid=201712191701351&pt=nv
5. Brehm A. Navigating the feminine in massively multiplayer online games: Gender in world of Warcraft. Frontiers in psychology. 2013;4:903. https://dx.doi.org/10.3389/fpsyg.2013.00903
6. Choi, J. H. & Bang, S. H. (2021). Effectiveness of esports Online Training Program for Relieving Youth Game Over-flow: Focusing on Online LOL Game School. Journal of Korea Game Society 21(5), 133-142.
7. Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S. & Wicker, P. (2018). eSport: Construct specifications and implications for sport management. Sport Management Review, 21, 1-6.
8. Dilute(2020). I am a gamer: Woman. Paju: Dongnyuk.
9. Holden, J., Kaburakis, A., & Tweedie, J. (2019). Virtue(al) Games: Real Drugs. Sport, Ethics and Philosophy, 13(1), 19-32.
10. Hong, J, E. & Lim, B. C. (2020). Gender Typing of Sports: Korean College Students’ Perception of Gender Stereotype in Sports. Korean Journal of Sports Science 29(6), 71-82.
11. Ji, J. W. (2019). How did they become progamers? Seoul: Campue Mentor.
12. Joo, J. Y. & Yoo, C. S. (2019). Analysis of eSports Experience: The Effect of Motivation and Experience on the Satisfaction and Behavioral Intention. Journal of consumer studies, 30(4), 261-281.
13. KESPA http://www.e-sports.or.kr/ Retrived 27 January.2022
14. Kim, D, H., Kim, S. H., Kim, S. L., Moon, H. Y., Park, J. W., & Lee, S. H. H. (2020). The Influence of Sexual Discrimination in Online Game, Interpersonal Competence on Internalized Shame in Female College Students. The Journal of Kyungpook Nursing Science 23(1) 28-39.
15. Kim, J, Y. (2019). Qualitative Study on Sexual Harassment in Digital Games: Applying the Grounded Theory. Korea Game Society, 19(6), 133-150.
16. Kim, J. & Hwang J. Y. (2020). A Study on Esport Participation and Involvement of College Students: The Influence of Perception of Competitiveness, Gender, and Athlete Status. Journal of Korean Association of Physical Education and Sport for Girls and Women 34(4), 17-38
17. Kim, J. H., & Park, S. J. (2009). Sexual discrimination in sport. The Korean Journal of Physical Education 48(5) 25-33.
18. Kim, J. Y. (2016.11.21). "25% annual growth eSports gender discrimination10 times the income of male players" Yonhapnews Retrieved on January 23, 2022 from https://www.yna.co.kr/view/AKR20161121124600009.
19. Kim, K. H. et al. (2019). Exploratory Study on Countering Internet Hate Speech: Focusing on Case Study of Exposure to Internet Hate Speech and Experts. indepth Interview. Korean Society of Contents Association, 20(2), 499-510.
20. Kim, Y. S., Bang, S. H., & Hwang, O. C. (2021). A Qualitative Study of the eSports Education Experiences of Parent-Child Generations: Focusing on the meaning of Online LOL Game School. Korean Journal of Sport Pedagogy 28(4), 151-183.
21. Korea Creative Content Agency. (2017). Retrieved on January 19, 2022 from https://www.kocca.kr/cop/bbs/list/B0000147.do?menuNo=201825
22. Korea esports-academy(2019). esports master plan. Goyang: The Deeference.
23. Kwonkim, H, Y. et al. (2020). feminism of the corona era. Seoul: Humanist.
24. Lee, H. J. & Kim, Y. S. (2020). e-sports are sports. Philosophy of Movement, 28(1), 19-30.
25. Lee, S. H. & Hwang, O. C. (2020). The Understanding of eSports’ Phenomenon and Interdisciplinary Approach. Korean Journal of Physical Education, 59(2), 19-32.
26. Lee, Y. B. (2020). Preliminary research on esports of Northeast Asia part 1: Downfall of affect, 10 years history of Korean e-sports. Journal of Korea Game Society, 20(2), 61-73.
27. Llorens, M. R. (2017). eSport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy, 11(4), 464-476.
28. Maeng, W. J. (2018). Implications for the Design of Sexual Harassment Prevention System for Online Games. Proceedings of HCI Korea, 2018(1), 470-475.
29. Newzoo.(2020). 2020 Global games market report. Retrieved December 28. 2021. https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2020-light-version/.
30. Newzoo.(2021). Newzoo’s Esports Trends to Watch in 2021. Retrieved January 24. 2022. https://newzoo.com/insights/articles/newzoos-esports-trends-to-watch-in-2021/
31. Niebuhr, R. (2013). Moral Mman and Immoral Society: A Study in Ethics and Politics. Louisville, KY: Westminster John Knox Press.
32. Noh, J. W. (2019.12.05.). [2nd act of eSports life] 20 years of gaming pro“need to design after retirement” edaily. Retrieved on January 23, 2022 from https://www.edaily.co.kr/news/read?newsId=03844166622715568
33. Online issue team. (2014.03.31.). Fimir "No Korean employees were employed" Retrieved on January 15, 2022 from http://cm.asiae.co.kr/article/2014031314212189162
34. Park, S. J, Kim, J. H., & Lim, D. Y. (2020). An ethical reflection on drug use in eSport, Korean Journal of Sport Science, 31(2), 306-317.
35. Park, S. J. (2020). Is Esport ‘Real’ Sport? Korean journal of physical education, 53(3), 47-58.
36. Seong, S. M. (2019.07.07.). Star·Over watch·LOLEra of discrimination and hated of female gamers. Media today. Retrieved on January 20, 2022 from http://www.mediatoday.co.kr/news/articleView.html?idxno=201019
37. Song, D. H. (2017). Gender Differences and Gender Stereotype in Play Style among Young Korean Vitis L, Gilmour F. Dick pics on blast: A woman’s resistance to online sexual harassment using hate, art and Instagram. crime, media, culture. An International Journal. 13(3), 335-355.
38. Yin, R. K. (2009). Case Study Research: Design and Methods (4th ed.). Thousand Oaks, CA: Sage.