GAMING COMMUNITY A part of video game culture

An overarching aspect that links gender to online gaming is the communication that happens between the players. Seeing that the digital culture allows for many video games the option to play with others online, conflicts can arise just as easily or maybe even easier as they were to in real life.

Although “trash talk” can be fun, playful, and even encouraging at times, it can turn into something more serious. The line to be crossed with being playful to being disrespectful is thin at times, because people are not experiencing face-to-face contact.

The following is a short video that explains "trash talk" further and experiences that female gamers face.

What these female gamers experience is a form of cyberbullying that stems from larger cultural and societal issues. The factors mentioned in the animation video are further explained below.

The fact that people are identified online with not much more than a screen name and in the case of video games, their character, it allows for people to commit the act, without the same repercussions that would come with bullying someone in person. Assumptions are made with simple indicators such as the selection of a character, as mentioned previously. Players often associate certain characters with specific genders because their behaviour or characteristics seem to reflect masculine or feminine attributes. This is directly related to what type of behaviour society considers masculine or feminine. As a result, these assumptions allow for certain players to become a target for harassment.

Bullying online can occur more effortlessly because bullies and victims of bullying are not able to see the size of the person, nor can they physically retaliate.

Another aspect of the digital culture is that there is little privacy and information can spread quicker, to a much broader audience. Lambert’s video explains bullying as an ongoing issue because of the irresponsibility of the system and their actions, or lack of, when it comes to these situations (2014). The lack of responsibility taken by the system such as law enforcers, school officials, teachers, or in the specific case of video games, video game teams/companies can be seen as a crucial reason as to why cyberbullying is so apparent and needs to be further regulated. Although, the lack of action for this specific subject is also partly to be blamed on society and its collective view on bullying. The real issue can stem from the fact that many people do not see bullying as a serious act of harm, or are oblivious to signs, or further social pressures that dismiss how serious of an act it is. Despite the fact that cyberspace leaves room for acts such as cyberbullying, there has been a progressive change in bringing awareness to the cause and effects of such.

The following video presents a progressive action towards the awareness and end to cyberbullying

Created By
Jamie-Lee Santos


Created with images by StartupStockPhotos - "children win success" • StartupStockPhotos - "student typing keyboard" • geralt - "hacker attack mask"

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