Adolescents' Experiences and Coping with Sexism Affect both Female and Male Online Gamers in South Korea.

Many adolescents spend a great deal of time playing online games and may be exposed to sexism while playing. The present study aimed to understand the sexism experienced by adolescents in online gaming in South Korea. Data were collected from July to September 2018 from 25 high school students (15 f...

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Publicado en:Sex Roles Vol. 83; no. 1/2; pp. 43 - 54
Autores principales: Choe, Kwisoon, Doh, Sun-Jae, Ha, Jeongmin
Formato: Artículo
Publicado: Springer Nature Jul2020
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      pub: Springer Nature
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        143726176
        10.1007/s11199-019-01094-0
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        atl: Adolescents' Experiences and Coping with Sexism Affect both Female and Male Online Gamers in South Korea.
      aug:
        au:
          Choe, Kwisoon
          Doh, Sun-Jae
          Ha, Jeongmin
        affil:
          Department of Nursing, Chung-Ang University, 84 Heukseok-ro, Dongjak-gu, 06974, Seoul, Republic of Korea
          Da Vinci College of General Education, Chung-Ang University, 84 Heukseok-ro, Dongjak-gu, 06974, Seoul, Republic of Korea
      su:
        Psychological adaptation
        Sexism
        Video games
        High school students
        Video gamers
        Judgment sampling
      sug:
        subj:
          Psychological adaptation
          Sexism
          Video games
          High school students
          Home entertainment equipment merchant wholesalers
          Video game publishers
          Video game design and development services
          Doll, Toy, and Game Manufacturing
          Video gamers
          Judgment sampling
      keyword:
        Adolescents
        Gender stereotype
        Online gaming
        Adolescents
        Gender stereotype
        Online gaming
      ab: Many adolescents spend a great deal of time playing online games and may be exposed to sexism while playing. The present study aimed to understand the sexism experienced by adolescents in online gaming in South Korea. Data were collected from July to September 2018 from 25 high school students (15 female, 10 male), recruited via purposive sampling, who participated in individual interviews or focus groups. Participants were 15–18 years-old, with the average gaming experience of 6.14 years (range =.5–13). A descriptive phenomenological research method was used to analyze the interview data, and three themes emerged for adolescents' experiences with sexism in online gaming: gender stereotyping about online gaming skills, gender differences in game character's appearance and sexual objectification, and gender differences in active versus passive coping. According to the results of our study, not only young women but also young men were subject to sexism in online games, and players did not know how to deal with sexism in online games. There is a system that reports sexism in online games, but the players do not use the reporting system actively because they think it is not effective. Our study is expected to contribute to the reduction of sexism in online games by helping game policy developers, game developers, and game players to understand sexism in online gaming.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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