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Gender Differences in Civility and Competitive Aggressiveness in Esports

Bibliographic Data

ID6145030
AuthorsGenta Kulari (0000-0003-4774-4632, Autonomous University of Lisbon, corresponding author), Luisa Ribeiro (0000-0003-4028-3642, Autonomous University of Lisbon), Fernanda Lyrio Heinzelmann (0000-0001-7981-4127, Autonomous University of Lisbon), Patrícia Sofia Carvalho Simões Henriques, Patrícia Sofia Carvalho Simões Henrique (Autonomous University of Lisbon)
Year2024
Volume21
Issue3
Pages259-275
Publication date2024-01-08
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueEuropean Journal for Sport and Society (JOURNAL)
Journal identifiersISSN: 1613-8171 • E-ISSN: 2380-5919
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1080/16138171.2023.2300891
OpenAlexW4390662657
LanguageEN
Citations received1
References cited55

The purpose of this paper is to examine whether gender differences exist in terms of the perceived response to civility as well as competitive aggressiveness and anger in esports. There is a dearth of literature on how these variables affect male and female participation in esports. To fill this gap, a total of 84 professional esports players from 27 different countries completed a quantitative survey of measures related to their competitive aggressiveness and anger and their perception of civil behaviours among competitors. Results revealed that female players perceived lower levels of civility compared to male participants who displayed higher competitive aggressiveness. No significant difference was found between gender regarding anger behaviours. This paper adds to the work in civility, diversity-gender and equity research area in esports. Specifically, it highlights how male and female professional players perceive civility while emphasising some factors that jeopardise gender equality when facing competition

Anger · Business · Civility · Competition (biology · Competitor analysis · Glass ceiling · Perception · Political science · Popularity · Bullying, Victimization, and Aggression · Digital Games and Media · Law · Psychology · Sexuality, Behavior, and Technology · Social Psychology · Marketing

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Unique citing works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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