Gaming is still commonly assumed to be a male activity, making gender differences prevalent in many areas of gaming. This research focuses on investigating how gender assumptions affect teammates’ responses in regard to strategic calls in the competitive online multiplayer game League of Legends. In order to explore this topic, A/B testing is utilized through playing highly competitive “ranked” games, alternating the gender of the in-game character played, and making strategic calls and requests to the other players on the team. Our results indicate that the strategic calls made with the female presenting character had a slightly higher follow-rate as compared to the male character. The female character also received a friend request, which was not the case for the male character. These findings are then discussed in relation to the hegemonic masculinity theory and the gender performativity theory, as well as a comparison with previous research.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-532286 |
Date | January 2024 |
Creators | Senderak, Anna Maria, Jansson, Emil, Sørensen, Mikkel Jonas |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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