Online equality? Gender, sexual orientation and perceptions of sexism in multiplayer videogames
Keywords:
Online video games, youth, sexism, gender, inequality, sexual orientation, discriminationAbstract
The main objective of this study is to analyse the experiences of young people aged 16-29 in online video games, paying special attention to differences in perceptions of the presence of sexism and associated experiences. The research was carried out with a sample of 1,048 young people who responded to a self-administered questionnaire. A two-stage cluster analysis was applied to identify natural groupings according to socio-demographic variables such as sex-gender, sexual orientation and age. Based on three clusters, contrast tests and descriptive analyses were carried out, which showed significant differences in the perception and frequency of sexist manifestations. The results show that both heterosexual women and homosexual persons perceive more sexist behaviour during play than heterosexual men. This differentiation points to structures of gender inequality that are reproduced in digital environments. The findings underline the need for further analysis of interactions in online contexts, where anonymity, disinhibition and lack of regulation can reinforce dynamics of discrimination and symbolic violence, posing significant risks for certain groups.
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