A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry
Abstract
1. Introduction
1.1. Sexism: Glick and Fiske’s (1996) Theory of Ambivalent Sexism
1.2. Manifestations and Prevalence of Sexism in Online Video Games
1.3. Consequences of Sexism in Online Video Games
1.4. Relevance of the Study
- What sexist violence do players experience in the realm of online video games?
- What strategies do players use to confront sexism in online gaming environments?
- What are the consequences for players who experience sexist violence within online video games?
2. Methodology
2.1. Qualitative Metasynthesis
2.2. Sources of Information and Search Strategy
2.3. Eligibility Criteria
2.4. Study Selection
2.5. Quality Analysis
2.6. Data Extraction and Analysis
3. Results
3.1. Question 1: Normalized Violence in Gamer Environments
- (a)
- Harassment and gender trash talking
- (b)
- Exclusion as the norm
- (c)
- Sexualization of women
3.2. Question 2: Strategies for Coping with Sexism/Gender-Based Harassment
- (a)
- Avoidance and risk-management strategies
I don’t have an online account. I used to play a bit with my brother’s account, but then the unpleasant players showed up. I also used to play with my boyfriend’s account, and then I encountered unpleasant players. So yeah, I don’t like the culture that surrounds online multiplayer games(Feather, Woman, in Cote, 2015, p. 8)
- (b)
- Active confrontation responses
I play support, so it’s obvious that that already puts me in that group of people “Oh, she only plays Mercy (healer in the video game Overwatch)” but I hate playing Mercy. I prefer to play characters like Lucio or Baptiste (male support characters) you know, play normal support characters and that took a lot of persuasion, like doing tryouts and stuff, to tell people that, look, I really can play these support heroes(P6, Woman, in Crothers et al., 2024, p. 6).
I never acted like they thought I would, so I didn’t cry or complain saying: Oh my god, how cruel you are! I was a jerk to them… and that, somehow, has earned me a lot of respect, because they know I don’t let myself get walked all over(Elizabeth, Woman, p. 12).
- (c)
- Social Support and solidarity networks
It brings people together because you have a shared interest, it’s a good way to joke together, it’s good stress relief, and honestly, for a lot of people who don’t have much or who just aren’t happy in life, video games can offer a great escape(FG6, Woman, p. 8).
3.3. Question 3: Ambivalence and Internal Tensions
If we show our face or part of our body, they will give us gifts. For example, in LoL (League of Legends), they can give you skins, or in other types of games, it can be gold… if they want us to do something for them, it involves sexualization, you know?(Woman, in Moura et al., 2024, p. 26).
Many times I play for fun, leisure and entertainment, so I don’t care about winning or losing. I play for myself, not for others, so I don’t do streams because I don’t care who is watching; what matters is who is playing with me in that match…(Woman, p. 25).
4. Discussion
4.1. Limitations
4.2. Practical Implications and Possible Lines for Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Authors | Country | Year | Sample | Objective | Collection Method |
|---|---|---|---|---|---|
| Cote, A. C. | USA | 2015 | 37 women | To explore the coping strategies of women who experience sexist harassment in online video games | Semi-structured interviews |
| Crothers, H., Scott-Brown, K., & Cunningham, S. | UK | 2024 | 8 women | To explore how experiences of sexism and toxicity affect women who participate in eSports | Semi-structured interviews |
| Deng, Z. | UK | 2024 | 40 women | To explore how female video game players understand sexism, how they react to it and what their coping strategies are | Semi-structured interviews |
| Fousek, T., & Svelch, J. | Czech Republic | 2024 | 8 women | To analyze how female journalists view their position in video game culture and what strategies they use to confront sexism | Semi-structured interviews |
| Harvey, A. | Canada | 2021 | 14 women students and 4 women teachers | To investigate how women in higher education video game programs confront masculinized spaces and cultures | Semi-structured interviews |
| Kim, J., & Ortiz, N. | USA | 2024 | 19 men, 3 women and 1 non-binary person | To examine how video game players confront and resist toxic behaviors in community contexts | Semi-structured interviews |
| Ochsner, A. | USA | 2019 | 1920 comments on the platform “X” (formerly Twitter) | To examine the #1ReasonWhy conversation to discover how video game industry professionals and people in video game communities explain why so few women choose to pursue or remain in careers in the video game field | Observation of comments and descriptive coding of the text |
| Ortiz, S. | USA | 2018 | 12 men | To analyze the meaning of trash talk with racist and sexist content that men exhibit within the gamer community | Semi-structured interviews |
| Choe, K., Doh, S. J., & Ha, J. | South Korea | 2020 | 15 women and 10 men | To explore the experiences of sexism in online games among adolescents and to understand how it affects them | Semi-structured interviews, focus groups and online interviews via mobile phone |
| Giolla, B. N. | Australia | 2018 | Multimodal data collected from texts (26), podcasts (2) and videos (3) | To explore how sexism is understood and negotiated in online gaming communities, and to analyze the perceptions and disputes around gender-based harassment and player identity | Network analysis software (IssueCrawler), Observation of textual data complemented with grounded theory for analysis |
| Naidoo, R., Coleman, K., & Guyo, C. | South Africa | 2020 | 200 comments in 8 discussion threads | To analyze the discursive gender struggles over social inclusion in an online gaming community, identifying dominant discourses and marginalized discourses | Observation of messages with contrapuntal analysis technique |
| McLean, L., & Griffiths, M. | Ireland | 2019 | 271 women players, via 1043 publications in forums | To explore the experiences of online harassment and social support of female players, identifying coping strategies and the impact on their psychological wellbeing | Observation in forums with thematic analysis |
| Kim, J., & Kim, S. | USA | 2022 | 11 women and 9 men | To explore the social barriers that limit women’s participation in eSports and propose strategies to promote their inclusion | Semi-structured interviews and open-ended surveys |
| Kuss, D., Kristensen, A. M., Williams, J., & Lopez-Fernandez, O. | UK | 2022 | 20 women | To explore in depth the experiences of women who play video games regularly, addressing the construction of their identity as players, the benefits and risks associated with gaming, and their future perspectives | Semi-structured interviews |
| Moura, B. M., Souza-Leão, A. L., M. de., Salgueiro, E. M. G., Crosato, M. S., & Rocha, A. L. da S. | Brazil | 2024 | 44 women | To investigate how gender performativities are produced in the consumption of eSports by female gamers | Semi-structured interviews |
| Author | Preliminary Theme | Key Theme: First Interaction | Final Theme: Second Interaction |
|---|---|---|---|
| Cote (2015) |
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| Crothers et al. (2024) |
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| Deng (2024) |
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| Fousek and Švelch (2024) |
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| Harvey (2021) |
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| J. Kim and Ortiz (2024) |
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| Ochsner (2017) |
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| Ortiz (2018) |
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| Choe et al. (2020) |
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| Giolla (2018) |
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| Naidoo et al. (2020) |
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| McLean and Griffiths (2019) |
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| S. J. Kim and Kim (2022) |
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| Kuss et al. (2022) |
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| Moura et al. (2024) |
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| Criteria | Yes | No | I Don’t Know |
|---|---|---|---|
| Are there clear research questions/objectives? | 15 | 0 | 0 |
| Does the data collected allow for answering the study questions? | 15 | 0 | 0 |
| Is the qualitative approach adequate for answering the research question? | 15 | 0 | 0 |
| Are the data collection methods adequate for addressing the research question? | 15 | 0 | 0 |
| Are the findings adequately derived from the data? | 15 | 0 | 0 |
| Is the interpretation sufficiently supported by the data? | 15 | 0 | 0 |
| Is there coherence between sources, collection, analysis and interpretation? | 15 | 0 | 0 |
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Share and Cite
Denia Mondéjar, J.; Pérez-Martínez, V.; Vives-Cases, C. A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry. Behav. Sci. 2026, 16, 319. https://doi.org/10.3390/bs16030319
Denia Mondéjar J, Pérez-Martínez V, Vives-Cases C. A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry. Behavioral Sciences. 2026; 16(3):319. https://doi.org/10.3390/bs16030319
Chicago/Turabian StyleDenia Mondéjar, Javier, Vanesa Pérez-Martínez, and Carmen Vives-Cases. 2026. "A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry" Behavioral Sciences 16, no. 3: 319. https://doi.org/10.3390/bs16030319
APA StyleDenia Mondéjar, J., Pérez-Martínez, V., & Vives-Cases, C. (2026). A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry. Behavioral Sciences, 16(3), 319. https://doi.org/10.3390/bs16030319

