Preventing Harassment and Gender-Based Violence in Online Videogames Through Education
Abstract
:1. Introduction
Cyberbullying as a form of gender-based violence involves psychological aggression, sustained and repeated over time, against a partner or ex-partner (of a woman), using new technologies through virtual platforms or systems such as email, messaging systems, WhatsApp, social networks, blogs or forums.(Torres et al. 2014 cited in Fernandez and Esteban 2018, p. 12)
1.1. Conceptual Framework
1.1.1. Gender-Based Violence in Online Videogames: Some Experiences of Players
1.1.2. Categories of Videogames and Their Contribution to Gender Violence
- Massively Multiplayer Online Games (MMOs): These games allow the participation of many players, where they can interact with each other, collaborate or compete.
- Massively Multiplayer Online Role-Playing Games (MMORPGs): These games incorporate role-playing elements into the gameplay, enriching the gaming experience. Notable examples include World or Warcraft and Grand Theft Auto Online.
- Multiplayer Online Battle Arena (MOBA) Games: In this category, players are organized into teams that compete in limited spaces. League of Legends and DOTA2 fall into this category.
- Multiplayer Online First-Person Shooter (FPS) Games: In this genre, players engage in mass combat. A prominent example is Call of Duty.
- Multiplayer Online Social Simulation Games: In this type of game, players take on the roles of characters who interact in an environment that simulates real-world actions. A prominent game in this category is Animal Crossing.
- Fortnite, developed by Epic Games in 2017, is an online multiplayer videogame, which has reached an impressive 350 million registered players, with peaks of 15 million continuously active players (Ayora 2021). It offers three game modes: Battle Royale, Creative Mode, and Save the World.
- Call of Duty, a first-person shooter developed by Activision in 2003, allows players to take on various roles in multiplayer games. In 2021, it reached 100 million players (Mattone 2021).
- League of Legends, created by Riot Games in 2009, is classified as an online multiplayer strategy game. In this game, two teams of five players are pitted against each other with the goal of destroying the opponent’s base. Although Riot Games has not released official figures recently, it is estimated that the game has approximately 180 million players (Arroyo et al. 2022).
- Animal Crossing is a social simulation game where players live on an island inhabited by anthropomorphic animals. As the game progresses, players can engage in activities such as building, fishing and collecting, among others. According to the developer, 35 million copies of the latest release (Nintendo 2024) have been sold.
1.1.3. Resources to Address Gender-Based Violence in Online Videogames and Other Educational Platforms
2. Materials and Methods
- Demographics: teachers’ age, sex, teacher training, and professional experience in the subject of study.
- Knowledge and awareness: five closed-ended questions on teachers’ familiarity with gender-based violence in online gaming, existing prevention tools, and relevant educational resources.
- Perceptions and interventions: three open-ended questions assessing how teachers address these issues in their classrooms, what online games their students most commonly use, and their knowledge of EducaMadrid resources related to this topic.
3. Results and Discussion
3.1. Qualitative Data Analysis
- Gender discrimination in online gaming remains a significant barrier for female gamers. Amores (2018) notes that women report more gender-related incidents in videogames than men. Although the videogame industry is still perceived as a male space, female participation is on the rise, both as players, creators, and developers. However, obstacles such as prejudice and misogynistic attitudes persist, reflecting a structural problem. Women involved in the videogame field have begun to push for change, seeking to combat these patterns of gender discrimination and violence in this environment.
- The need for structured intervention emerges as a key theme. According to Gomez (2015), there are numerous testimonies of female gamers facing such discrimination, ranging from exclusion at videogame events to outright bans from participating in certain competitions. These stories, which are widely circulated on the Internet, reflect the inequality that still prevails in these digital environments. It is therefore essential for teachers to familiarize themselves with the most popular videogames among their students, as this knowledge will allow them to better understand the digital world in which young people interact. In this way, they will be able to deal more effectively with situations of bullying or discrimination that occur within these platforms, offering an appropriate response to the difficulties that students may encounter.
- Teachers’ lack of awareness about gaming culture and digital violence is another critical finding. According to (Pérez 1997; cited in Diez 2004), it is essential to assume the responsibility of disseminating and expanding knowledge about videogames among professionals and agents working in the socio-educational field with young people. Videogames represent a new context for the training and development of sensitivity in childhood, sometimes even more relevant than school itself. However, many educators seem to ignore this phenomenon, acting as if the world of videogames had no impact. They lack an understanding of the psychological mechanics that these games exert on children, as well as the important challenge of self-affirmation that they represent in their attention and personal development.
3.2. Demographic Analysis: First Part of the Questionnaire
- Age: Most teachers (45%) are between 30 and 50 years old. Some 40% are over 50 years old, while only 15% are under 30 years old.
- Sex: 82% of the teaching staff are women, while 18% are men.
- Teacher training: The majority have no specific training in the subject (70%), and only 20% have diploma degrees and 10% have bachelor’s degrees.
- Professional experience in the subject of study: 80% of respondents have no knowledge of research related to violence against women in online videogames.
3.3. Quantitative Data Analysis: Second Part of the Questionnaire
- Students may not perceive teachers as a resource for addressing online harassment, highlighting a gap in trust and communication.
- Teachers may not be sufficiently trained to identify signs of digital violence in their students’ behavior or interactions (Castillo-Retamal et al. 2024).
3.4. Quantitative Data Analysis: Third Part of the Questionnaire
- Students’ gaming preferences and exposure to gender-based violence: what are the online games that pupils use?
- Educational interventions on gender-based violence: how do you work to combat harassment and violence against women?
- Teachers’ knowledge of EducaMadrid resources and other remarks: what EducaMadrid resources do you know of that work on violence against women?
4. Conclusions
5. Limitations and Future Lines
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Questions | Yes | No |
---|---|---|
Do you address gender-based violence in online videogames in your teaching? | 5 (2.11%) | 233 (97.89%) |
Are you familiar with EducaMadrid’s resources on gender-based violence? | 8 (3.36%) | 230 (96.63%) |
Have students reported experiences of online violence to you? | 10 (4.21%) | 228 (95.79%) |
Do you know which online games your students play? | 4 (1.68%) | 234 (98.32%) |
Are you aware of online gaming codes of conduct and reporting systems? | 238 (100%) |
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Gracia-Zomeño, A.; Domingo-Gómez, B.; García-Perales, R.; García-Toledano, E. Preventing Harassment and Gender-Based Violence in Online Videogames Through Education. Soc. Sci. 2025, 14, 297. https://doi.org/10.3390/socsci14050297
Gracia-Zomeño A, Domingo-Gómez B, García-Perales R, García-Toledano E. Preventing Harassment and Gender-Based Violence in Online Videogames Through Education. Social Sciences. 2025; 14(5):297. https://doi.org/10.3390/socsci14050297
Chicago/Turabian StyleGracia-Zomeño, Andrea, Belinda Domingo-Gómez, Ramón García-Perales, and Eduardo García-Toledano. 2025. "Preventing Harassment and Gender-Based Violence in Online Videogames Through Education" Social Sciences 14, no. 5: 297. https://doi.org/10.3390/socsci14050297
APA StyleGracia-Zomeño, A., Domingo-Gómez, B., García-Perales, R., & García-Toledano, E. (2025). Preventing Harassment and Gender-Based Violence in Online Videogames Through Education. Social Sciences, 14(5), 297. https://doi.org/10.3390/socsci14050297