Reach3 Insights, in collaboration with the firm Lenovo, today announced the results of a recent research study. This work seeks to put the magnifying glass on the experience of the players within the video game industry, and analyze how companies can create a more inclusive and safe space for women. Not surprisingly, a survey conducted for this study reveals that 59% of surveyed women chat use a male / genderless identity to avoid harassment while playing.
Women, harassment and video games
The study of Reach3 Insights has revealed four big important points, which help to better understand what are the trends in the video game world for the players. In this sense, they first argue that women play the same games as men: “88% of female gamers surveyed play competition-style titles, 75% said they are playing action / survival-style games, and 66% play shooting games.”
On the one hand, 77% of women have responded that they continue to deal with certain frustrations due to their gender– Judgments about their skills (70%), access control (65%) and condescending comments (50%) are some of the issues they have to face while taking control of their favorite video games. “Also, 44% of female gamer surveyed have received questions about unsolicited relationships while gaming“.
77% of women continue to face uncomfortable or disrespectful situations when playing
On the other hand, 59% of the women surveyed state that they use a masculine or non-gender identity when they play online, to avoid conflicts and avoid possible harassment situations. In this sense, 71% of the participants consider that companies can promote “more inclusive” behaviors in their games if in the ads related to videogames they bet more on visibility.
“Even though she is still primarily associated with men, games have a growing presence among women“, He said Leigh Admirand, Senior Vice President of Reach3 Insights. “We were delighted to be working with Lenovo on this study, as we hope that help companies create a more inclusive gaming environment for female players, and lead to long-term change in the industry. “
The Industry Against Harassment and Toxicity
Platforms like Twitch They have put in place new rules of conduct that seek to punish harassing and hateful behaviors even beyond their portal. Companies like Electronic Arts also seek to promote a more inclusive and positive environment in their video games. In 2018 the initiative The Fair Play Alliance with Riot, Blizzard and other companies, with which they committed to establish a set of standards and rules to also combat toxicity. During the summer of 2020, hundreds of reports of sexual harassment or toxic behavior occurred en masse.