Esports are a growing program and scholarship opportunity at college universities across the United States, but statistics show that women are steeply underrepresented in the collegiate esports community.
Data from the National Association of Collegiate Esports reported that 8.2% of college esports players are women. As for coaches of esports teams, women account for a mere 4%.
“There is not a lot of women in competitive collegiate esports, and personally, when I wanted to try out for our Valorant team, and I was the only girl to try out for the team,” said Tiana Mitchell, the first diversity and inclusion officer and general manager for Grand Canyon University esports. “It’s kinda scary. There was only one girl and there is like eight or ten teams.”
According to Pew Research Center, an equal number of men and women are reported to have ever played video games. Pew also reports that men are twice as likely to identify themselves as “gamers.” This goes against the belief shared by 60% of American adults, who believe that most video game players are men.
Many believe that the inequality is due to hostility in the community, according to The Conversation. Hostility faced by female gamers can include swearing, slurs, name calling and more, as stated by Mitchell and Korynn Yslava, former vice president and Valorant director for Arizona State University’s esports association.
Yslava is within one of the highest skill brackets of the Valorant community, but she faces just as much hostility other players.
“I have been playing video games since before I could walk. I am top 4% of players, so I know I’m not bad…I’m decent and I’m confident. I joined a lobby to play ten man… and said something to one of the guy teams. Immediately, soon as I talked, he said ‘shut up b***h, I already muted you’ and I said ‘okay awesome I’m not sitting here’ and I just left,” said Yslava.
Having these social burdens from others in the gaming community act as a blockade to enjoying gaming or wanting to improve, which often keep women from continuing gaming, as stated from Springer’s survey findings.
Yslava recently stepped down from her vice president title due to backlash from other staff members after expressing her concern of not being listened to. She was told that her concerns were simply “high school drama.”
“Half of these people I see them every day because we walk past each other…I’m over it to the point where I don’t care. I’m here for the players that need me, the people that need me, and the people who actually care what my opinion is—I’m here for them, I’m going to stand up for them, and I’m going to stand up for my players 100% of the time,” said Yslava.
Both Yslava and Mitchell have faced so much hostility that they both report being “unfazed” by the comments.
Some gamers and spectators believe that the tactics of recruiting and retention are aimed towards men instead of women. Collegiate esports applications or criteria, for example, may favor men becoming members over women.
Tiana Mitchell, diversity and inclusion officer of GCU esports, is working to increase inclusivity through Women Wednesdays, guest speakers and creating teams specifically for women and marginalized genders. She also networks almost every day.
Mitchell and Yslava are hosting a tournament for women and marginalized genders this upcoming January to provide a “competitive space” without the hostility.
According to a 2015 Pew Research Study, 19% of men think gaming “develops problem solving and strategic thinking skills”, compared to only 14% of women sharing this belief. These facts could indicate why women fail to pursue esports.
In 2020, The National Association of Collegiate Esports gave $16 million in scholarships to over 200 member universities, according to NACE sports. With a smaller presence in esports, women are provided with less of an opportunity for the support.
Taylor House, former member of ASU esports and ASUE staff member, acknowledged a trend of an increasing number of female gamers in collegiate esports, which will boost chances for opportunity.
“I think that's just the first step towards complete integration which is where most clubs need to be looking. There are so many opportunities coming up for women competing in esports with organizations and collegiate is a fantastic way to start and get noticed, and it's a fantastic marketing opportunity for the collegiate programs that want to lean into that,” said House.
House advised that those worried should just “give it go” when it comes to joining collegiate esports, for integration can be a key action for holding those who create hostile environments accountable.
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