Many games now include the ability to play and interact online with other people in real time. What should be a time to enjoy playing the game with other people becomes an area full of male gamers determined to show off their hypermasculinity, an exaggeration of stereotypical masculine behaviour including callous sexist behaviour to women to prove their masculinity to other men (Brehm, 2013). When these male players realise that they are playing with a female, they call them out in rude, sexist ways. Gray (2012) recalls her own experience of playing an online game, when she apologised on her microphone for some mistakes, her group responded “Oh you guys hear this? That’s why you suck. You’re a fucking girl! What the fuck are you doing in my room?” (p. 412). Reasoning that she was bad at the game based on her gender enforces the belief that women are not good at video games simply because they are not men. This type of harassment occurs regardless of skill which Fox and Tang (2014) agree with, noting that in many studies, pre-recorded voices of females received more harassment than their male counterparts. Brehm (2013) gives many examples of harassment in online gaming, one example in particular comes from a female player who when playing as a female character, a group of male players “offered to pay her 100 g to take off her character 's clothes and dance in one of the inns” (p. 7). The effect that this has on female players’ self-esteem is destructive as it leads them to stay quiet and give no indication of their gender, essentially erasing their identity in online games. Gray (2012) agrees with this stating that one group of female players in her research decided to use names that had no indication of their gender, disassociating themselves with their femininity, and simply enduring the sexism by getting better at the game.
Many games now include the ability to play and interact online with other people in real time. What should be a time to enjoy playing the game with other people becomes an area full of male gamers determined to show off their hypermasculinity, an exaggeration of stereotypical masculine behaviour including callous sexist behaviour to women to prove their masculinity to other men (Brehm, 2013). When these male players realise that they are playing with a female, they call them out in rude, sexist ways. Gray (2012) recalls her own experience of playing an online game, when she apologised on her microphone for some mistakes, her group responded “Oh you guys hear this? That’s why you suck. You’re a fucking girl! What the fuck are you doing in my room?” (p. 412). Reasoning that she was bad at the game based on her gender enforces the belief that women are not good at video games simply because they are not men. This type of harassment occurs regardless of skill which Fox and Tang (2014) agree with, noting that in many studies, pre-recorded voices of females received more harassment than their male counterparts. Brehm (2013) gives many examples of harassment in online gaming, one example in particular comes from a female player who when playing as a female character, a group of male players “offered to pay her 100 g to take off her character 's clothes and dance in one of the inns” (p. 7). The effect that this has on female players’ self-esteem is destructive as it leads them to stay quiet and give no indication of their gender, essentially erasing their identity in online games. Gray (2012) agrees with this stating that one group of female players in her research decided to use names that had no indication of their gender, disassociating themselves with their femininity, and simply enduring the sexism by getting better at the game.