ABSTRACT
In our paper, we present the research findings of our empirical survey conducted in Hungary related to the gender differences in the use, motivations, habits, and aspirations in video games and esports. The most important theoretical foundations of our research are provided by the critical feminist theory and, within that, the critical agenda and the feminist cultural studies (Birrell, 2000). These writings raise awareness of the fact that sport still has extremely masculine dimensions that have preserved the original uneven distribution of power for centuries. We consider esports as such a domain. Our research question relates to the gender proportions in video gaming, and we include the characteristics of the games played and the motivations of the players in our observations. In order to achieve the desired data, an online inventory was used (N = 338). Our results highlight that although modernisation and technical development profoundly transformed and determined our daily life, including our attitude to free time and sports, regardless of gender, social and geographical situation, the changes at the same time bring about certain forms of inequalities.
Acknowledgements
The authors would like to thank reviewers for their helpful comments on the original version of this manuscript. They express their gratitude to Dr. habil. Hajnalka Fényes, for reading the study from a gender aspect and her highlighting remarks. The research on which this paper is based has been implemented by the MTA-DE-Parent-Teacher Cooperation Research Group and with the support provided by the Research Programme for Public Education Development of the Hungarian Academy of Sciences.
Disclosure statement
No potential conflict of interest was reported by the author(s).
Notes
1 FPS (first person shooter): first-person shooter game
2 MOBA (Multiplayer Online Battle Arena): simple real-time strategy game
3 Battle Royale: survival game (cinematic equivalent of The Hunger Games)
4 MMORPG: massively multiplayer online role-play game)
5 Streamelés: broadcasting a video game on an online platform, followed by viewers. It can also represent a revenue opportunity for the streamer
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Notes on contributors
Klára Kovács
Klára Kovács PhD., is a senior lecturer at the University of Debrecen and a senior researcher in the Centre for Higher Education Research and Development Hungary (CHERD-H). In 2010 she graduated as a sociologist at the University of Debrecen. In 2014 she received her PhD in educational sciences in the Educational and Cultural Doctoral Programme at the University of Debrecen. Her habilitation was from educational sciences at the University of Debrecen in September 2020. Her research fields are the social, institutional and individual determining factors of sporting habits among students in the Carpathian Basin and the effects of sports on well-being, health behaviour and academic achievement.
Zsolt Békési
Zsolt Békési is a sixth-year student in the teacher training programme of history and community culture at the University of Debrecen. His research field is the social and educational aspects of video games and esports.
Krisztina Győri
Krisztina Győri graduated from Debrecen Reformed Theological University as a primary teacher. In 2021 she graduated from the University of Debrecen, where she studied educational science. Currently, she began her study as a Doctor of Philosophy (PhD) in Education. Since 2019 she has been a junior researcher at the CHERD-Hungary study group. Her main research topic is emergency remote and distance learning.
Dávid Papp
Dávid Papp is an assistant lecturer at the University of Debrecen Institute of Psychology. He graduated from the University of Debrecen as a psychologist in 2020. In 2021, he started his studies as a Doctor of Philosophy (PhD) in Psychology and Sport psychodiagnostic and counselling at the University of Debrecen. His main research topic is psychological testing approaches in eSports.