Gamer Girls: Navigating a Subculture of Gender Inequality

Robert L. Harrison, Jenna Drenten, Nicholas Pendarvis

Research output: Contribution to journalArticlepeer-review

Abstract

Purpose

Video gaming, which remains culturally embedded in masculine ideals, is increasingly becoming a leisure activity for female consumers. Guided by social dominance theory, this paper examines how female gamers navigate the masculine-oriented gaming consumption context.

Methodology/approach

Eight avid female gamers (ages 20–29) participated in-depth interviews, following a phenomenological approach to better understand their lived experiences with video gaming. Data were analyzed using phenomenological procedures.

Findings

Findings reveal an undercurrent of gender-based consumer vulnerability, driven by stereotypical perceptions of “gamer girls” in the masculine-oriented gaming subculture. Further, the findings highlight the multilayered, multidimensional nature of gaming as a vulnerable consumption environment, at individual, marketplace, and cultural levels.

Social implications

The culturally embedded gamer girl stereotype provides a foundation upon which characteristics of consumer vulnerability flourish, including a culture of gender-based consumer harassment, systematic disempowerment in the marketplace, and conflicting actions and attitudes toward future cultural change.

Originality/value

This research suggests female gamers struggle to gain a foothold in gaming due to the socially and culturally constructed masculine dominance of the field. Our research study provides a stepping-stone for future scholars to explore gendered subcultures and begins to address the dynamic interplay of power, gender, technology, and the market.

Original languageAmerican English
Pages (from-to)47-64
Number of pages18
JournalResearch in Consumer Behavior
Volume18
DOIs
StatePublished - 2016
Externally publishedYes

ASJC Scopus Subject Areas

  • Business, Management and Accounting (miscellaneous)
  • Marketing

Keywords

  • Gender
  • consumer vulnerability
  • gaming
  • gamer girls
  • social dominance theory

Disciplines

  • Business
  • Gender, Race, Sexuality, and Ethnicity in Communication

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