Not Tekken Seriously? How Observers Respond to Masculine and Feminine Voices in Videogame Streamers

Susanne Poeller, Alexandra Steen, Nicola Baumann, Regan L. Mandryk

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

As many games are centered around challenges, the gaming community is often considered to be a meritocracy where everyone is judged based on performance; however, research has challenged this assumption for players with marginalized identities, such as women. We discuss literature on gender stereotypes in gaming and present a study examining whether the same game footage (Tekken 6) is judged equally by participants when the player has a feminine or a masculine voice. 240 participants watched one of four videos (feminine/winning; masculine/winning; feminine/losing; or masculine/losing) and rated the player along several dimensions. Our results show that player ratings depended on voice and match outcome. The feminine voice was rated as less sympathetic when winning as compared to losing and rated as equally skilled in both outcome conditions. In contrast, the masculine voice was rated as equally sympathetic in both outcome conditions, but more skilled in the winning than losing condition.

Original languageEnglish
Title of host publicationProceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023
Subtitle of host publicationProceedings of the 18th International Conference on the Foundations of Digital Games
EditorsPhil Lopes, Filipe Luz, Antonios Liapis, Henrik Engström
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450398565
ISBN (Print)978-1-4503-9855-8
DOIs
Publication statusPublished - 12 Apr 2023
Externally publishedYes

Bibliographical note

Publisher Copyright:
© 2023 ACM.

Keywords

  • Tekken
  • digital games
  • feminism
  • gender
  • streaming

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