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The Differences in Genders in eSports

The "gamer" image of aggressive, solitary, or idle video gamers is being refuted. Rather than interfering with "real life," those who play video games have the opportunity to convert their abilities into a full-time vocation.

It is also achievable to generate an income playing video games, either through tournaments or by broadcasting the event for people to observe, but the esports industry appears to be thriving. Since its inception in 2006, the esports sector has grown to over $900 million in 2018, with 29 percent of followers aged 13 to 40 only beginning to watch televised competitions in 2017.

Despite the fact that eSports is fast growing in popularity, female presence in the sector is lacking. Is it because of the lack of female representation in professional gaming because gaming overall isn't enticing to women, or has it become something much more complicated? To discover more, we examined the top five hundred esports title earners, the 25 greatest male and female Twitch broadcasters, and the answers of 388 female online gamers to better comprehend the video game community's gender disparity. Continue reading to find out what we discovered.

The Top Earners


If you were told that being extraordinarily great at games like "Mario Kart" or "Madden" wouldn't ever assist you to pay your expenses, you'd be dead incorrect.

In actuality, pro players do not even need to be extremely excellent at any one game in order to convert it into a substantial side income or perhaps a full-time job. Real money may be earned by broadcasting game streams, hosting their own eSports games, or betting on video games (not unlike live-action sports). However, if you wish to earn a lot of money, professional gaming provides the awards you're looking for.

Although various tournament titles may award varying amounts of cash to competitors, one event, Epic Games' "Fortnite," featured a prize pool of $100 million throughout the 2018-19 campaign. Prior to it, Valve's "Dota 2" tournament held the record for the biggest grand prize of all time, at over $38 million - which is colossal.

Having so much cash at stake, it's no surprise that players are eager to train psychologically and physically seeking a chance at the big dollars. There is already only one issue for female gamers: they compete professionally and don't make nearly as much money as men. Just one female won a ranking slot among the 500 top total earnings in eSports competitions. Scarlett, the very first female champion of "Starcraft 2" and a trans woman, has won upwards of $296,000 in championship awards. In contrast, Miracle, KuroKy, and N0tail, - all have received at least $3.7 million in tournament cash, with KuroKy leading the way with $4.10 million.

To compound the wage disparity, Scarlett (actual name Sasha Hostyn) does not appear until rank 301 when the players are rated on earnings regardless of gender. Though there are no regulations prohibiting successful teams from including women in their ranks, their involvement appears to be hindered. Many club executives are concerned that having a female on board would be perceived as a "PR gimmick," while others have stated that picking a female player isn't necessarily for her gaming talents.

Establishing an Audience


While playing video games is enjoyable, thousands of individuals believe that watching other people play video games is also enjoyable. Amazon's Twitch service, which has roughly a million viewers at any given time, has the same (or greater) viewership than publicly televised networks like MSNBC or CNN.

Despite popular gaming consoles such as Xbox and PlayStation now enabling Twitch broadcasting, the complimentary network is only growing in popularity among both spectators and presenters. So why shouldn't they? Playing video games for a crowd may earn you more than just a reputation, with built-in adverts and the possibility of endorsements.

However, simply cause it seems easy does not really imply it is. Many players will spend months and years streaming to no one in order to create a following, and spectators may not perceive male and female Twitch broadcasts in the same way.

Ninja, one of the most popular streamers has (almost 12.9 million followers), with shroud at (5.1 million), Tfue (4.2 million), and finally at summit1g (nearly 3.5 million) outnumber the most successful female streams, KittyPlays and pokimane, which have 1 and 2.7 million followers, correspondingly. Shroud and Ninja alone have more subscribers than the top 25 female streamers altogether. Ninja (actual name Tyler Blevins) presently makes more than $500,000 each month from his millions of supporters while playing "Fortnite." Shroud left playing "Counter-Strike" competitively to broadcast full-time, earning a reported $100,000 each month. Ninja experienced backlash in 2018 after saying on his Twitch channel that he purposely avoided playing with female gamers, but he later sought to clarify that the decision was taken out of regard for his spouse.

Dividing Genders


Although it's possible that women are less engaged in competitive gaming and streaming services than males, there might be something to the tale. 57 percent of more than 380 female players we questioned acknowledged being harassed while playing video games upon disclosing their gender.

Female gamers, even at a young age, are often advised to disguise their actual identification from other gamers in order to prevent verbal and emotional criticism that they aren't as talented as male players or don't deserve to participate at all. As we discovered, sexist remarks (53 percent), disrespectful remarks about their abilities (45 percent), and profanity (41 percent) were regularly some of the most prevalent kinds of abuse addressed at the female gamers we interviewed.

Therefore, what options do female gamers have in order to avoid aggressive attacks? Almost three out of four gamers block or silence toxic people, whereas others restrict auditory or nonverbal interactions with other players (70 percent and 57%, respectively) or use neutral identity screen names (50%) to conceal their identity. In rare circumstances, video game abuse may be fatal. Tyler Barriss, a 25-year-old gamer, pleaded guilty in 2018 to "swatting" a fellow player, which resulted in the death of a young man. Swatting is the continuous "prank" of wrongly reporting a fellow player of different forms of criminal conduct and calling the cops on them. Swatting has evolved into a serious and often lethal type of video game harassment, intended to attract the police into their houses, often live and on-camera if the targeted player is an internet broadcaster.

The Changing Culture


The online gaming industry has a considerable way to go in terms of how it includes and handles female gamers. Women who compete or work professionally in video games sometimes report feeling unwelcome or disrespected by their male rivals. If these concerns are not addressed, the existence of abuse can soon escalate into a psychologically hostile workplace.

Over one-quarter of female gamers reported being suspected of hacking or trying to cheat after exposing their gender online, and over half were requested for sexual services, and more than two-thirds contemplated leaving a gaming event.

Hence, what could be done to address this issue? As per the women polled, 71% agree video game producers must be held accountable for lowering the incidence of abuse in multiplayer games, and only time would tell how seriously companies take the task.

How Gaming Has Evolved

The video gaming community is developing, and the market is moving along with it. What's been formerly thought to be a more isolated activity has evolved into a new universe of participants and fans who have turned gaming into a working activity. Players may now engage in worldwide events with cash prizes and sponsorships worth millions of dollars.

Although much of the stereotyping associated with video games had already faded, one significant imperfection remains: girls and women who play games continue to face widespread abuse and harassment. The bulk of the female players we studied reported being harassed in some manner when other players discovered their gender, but for many, the abuse included sexist remarks and profanity. According to research, encouraging young girls to play video games may be beneficial to their development, and some independent game creators are striving to alter the mentality of harassment and prejudice towards female players from the bottom up.

The Way that We Did it and the Limits

On January 4, 2019, we collected data from esportsearnings.com on competitive esports players' overall monetary earnings. On January 4, 2019, Twitch follower counts were extracted from sullygnome.com. This analysis only covered male and female-run Twitch streams. Radio stations, eSports clubs, and computer game producers (for instance, Riot Games) were omitted from the follower tally rankings. One disadvantage of this data is that follower numbers and total profits may have altered since the dates they were retrieved, which may have affected the ranks of the top eSports producers and most Twitch streams.

We polled 388 female players using Prolific.ac to determine the incidence and degree of abuse in online gaming. To be eligible for the study, respondents had to be female and have played nearly six hours of video games each week. To verify the validity of the information, respondents were rejected if they did not correctly complete an attention-check inquiry. The fundamental restriction of the provided survey findings is that the data is based on self-report. Self-reported data is susceptible to a variety of difficulties, including, but not limited to, embellishment, stretching, and selective remembering. The statements presented in this research have not been statistically evaluated and are based only on averages.