Raising the Visibility: Collective Power’s Potential to Break the Gender Barrier in the Video Game Culture
10/08/20, 3:30PM - 4:00PM PT
About the Presentation
This paper presents a case study of a game-fan community/feminist group called the National D.Va Association (NDA), which has struggled to thrive in the gendered space of the online gaming community. First, a content analysis was conducted to describe the traits of Overwatch that appealed to female game fans. Also, this paper presents a tweet analysis around the National D.Va Association (NDA). The purpose of the analysis is to find out how female gamers formed a collective group, and how it contributed to the rise of the women’s visibility in the game community.This study combines quantitative and qualitative study methods to analyze the tweet data. 5,846 tweets, all tweets posted by NDA (@for_diva_) and mentions sent to NDA from November 21, 2016 to September 4, 2017 were analyzed quantitatively and qualitatively.
Frequency of the keywords in NDA’s tweets engendered topics that were discussed vigorously during certain periods. Those keywords were divided into 4 phases: Phase 1 – Attracting public attention, Phase 2 – Building cohesion, Phase 3 – Wartime, be brutal, and Phase 4 – NDA as a sustainable feminism activity. In the result section, the top keywords for each period were presented, along with the qualitative analysis of related tweets, to illustrate how NDA organized the collective power of female gamers and raised their visibility among the gaming community.
NDA has worked to overcome the invisibility of women resulting from gender bias in the gaming environment. NDA accomplished their goal by uniting women’s collective power and raising the visibility of women in the gender-biased environment of online gamers. This paper also addresses the potential of video gaming as a medium to impact society and the ways in which the interpretation and reproduction of the game fan community leads to their participation in social activity.