Video games have been fully invested on by female players, who represent 51% of players in France in 2020 according to a study by Sell, the Union of Recreational Software Publishers, a phenomenon amplified by the lockdowns related to Covid 19. More and more female players therefore and yet a game universe that can appear masculine and stereotyped, with games designed by male developers (Paaßen et al, 2017). Some analysts also consider that female avatars have long been hyper sexualized, female players devalued, harassed, excluded, etc. (Choe et al., 2020). Thus the gaming experiences of female players are still very much linked to sexist and sometimes violent behaviors. These behaviours could have consequences as exposure to sexual and stereotypical representations could decrease self-esteem and self-efficacy among players (Behm-Morawitz & Mastro, 2009).

Also, after having studied the stereotypes and the consequences for female players in-depth, it is relevant to study how they preserve themselves as well as their strategies for having fun whilst playing. Emphasis was placed on the role of the avatar and players’ motivations in choosing the gender of their avatar. The question of whether choosing a male avatar is a relevant strategy to protect their self-esteem or sense of self-efficacy was thus examined. By choosing a male avatar, they would thus avoid the harassment and insult phenomena, with women playing the role of male characters online being considered as a valid strategy to manage harassment (Lopez-Fernandez et al., 2019)

 The study focused on the choice of the avatar gender for online video game players in relation to the violence suffered during games. A scale mentioned by Fox and Tang in a 2013 study, which included five items of general harassment and five items relating to sexual harassment, was used. The Sense of Personal Efficacy (SPE) was then measured with a general scale of self-efficacy (Schwarzer & Jerusalem,1992), and the sense of self-esteem (SE) by the Rosenberg Self-Esteem Scale (1965).

An online questionnaire was disseminated on social networks which has allowed for the gathering of 149 female players (Average age =27.6). Of these 149 players, 35 chose a male avatar. They do so out of habit as female avatars are unrealistic or then to guard themselves against harassment. Female players who have chosen a female avatar do so because they identify better with their character, 33% mention the importance of gender congruence.

Correlation and linear regression analyses were then performed. At first, it appears that players playing with a male avatar have suffered more violence than those with a female avatar. These results are in line with the first hypothesis, which assumes that the experience of gender-based violence in gaming may lead to the choice of a male avatar as an element of protection.

Players with a female avatar have a better sense of self-esteem and SPE than players with a male avatar, which is goes against the other two hypotheses. Indeed, a high General and Gender-Based Violence (GGBV) score is associated with a lower sense of effectiveness (β=-.242, p =.003), it is also noted that female players using a male avatar have a lower SPE than those playing with a female avatar (β=-.417, p =.030). A high GGBV score is associated with low Self-Esteem (β=-.212, p =.010). Female players who use a male avatar have a lower SPE than those playing with a female avatar (β=-.470, p =.015). Choosing a male avatar is significantly but negatively correlated to SPE and SE levels.

Mediation models were then carried out, as a result of which it was established that the links between violence and SPE and SE are not fully determined by the choice of avatar gender, mediation is partial but makes it possible to describe in detail the way in which violence acts. An evaluation prior to the GGBV of the SPE and ES would be relevant to better measure the impact of violence, a longitudinal study would also provide interesting information.

This study contributes to a better understanding of female players’ defense strategies, as well as the role of the avatar gender in the face of gender-based violence and harassment suffered during online games. It also shows that female portrayals in video games are evolving towards less stereotyping and hyper-sexualization, which is promising for less online harassment.

Bibliography

Behm-Morawitz, E., & Mastro, D. (2009). The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept. Sex Roles, 61(11‑12), 808‑823. https://doi.org/10.1007/s11199-009-9683-8

Behm-Morawitz, E., & Schipper, S. (2016). Sexing the Avatar : Gender, Sexualization, and Cyber-Harassment in a Virtual World. Journal of Media Psychology, 28(4), 161‑174. https://doi.org/10.1027/1864-1105/a000152

Choe, K., Doh, S.-J., & Ha, J. (2020). Adolescents’ Experiences and Coping with Sexism Affect both Female and Male Online Gamers in South Korea. Sex Roles, 83(1‑2), 43‑53. https://doi.org/10.1007/s11199-019-01094-0

Fox, J., Bailenson, J. N., & Tricase, L. (2013). The embodiment of sexualized virtual selves : The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior, 29(3), 930‑938. https://doi.org/10.1016/j.chb.2012.12.027

Lopez-Fernandez, O., Williams, A. J., & Kuss, D. J. (2019). Measuring Female Gaming : Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives. Frontiers in Psychology, 10, 898. https://doi.org/10.3389/fpsyg.2019.00898

Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7‑8), 421‑435. https://doi.org/10.1007/s11199-016-0678-y

Keywords:  Sense of Personal Efficacy, self-esteem, avatar gender,online harassment, video games.

Words I have learned: relevant = pertinent, portrayals =representation, self-esteem= estime de soi, Sense of Personal Efficacy= sentiment d’efficacité personnelle,harassment= harcèlement.

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