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From the Cradle to Battle: What Shapes the Careers of Female CS:GO Esports Players

Published: 16 November 2022 Publication History

Abstract

Following the trajectory of gaming as a leisure activity, the world of high-performance professional gaming commenced as a male dominated field [41, 48] attracting reports of discrimination and abuse against female athletes [8, 12]. In this paper, we discuss experiences of a range of female CS:GO gamers, from those who held ambition to pursue professional careers to those who have experience as a professional esports player at-present or in the past. The study tracks participation in gaming at different points of their careers in order to explore motivations and resilience, as well as exposure to barriers in relation to their professional experiences or ambitions. In doing so, we also evaluate the socialising roles that support or discourage a career in gaming. A range of biographical accounts of gaming were collected via semi-structured interviews conducted with female gamers (n = 12), focusing on their experiences of playing competitive Counter Strike: Global Offensive (CS:GO). CS:GO was selected as an extreme case due to particularly low number of women in its professional scene. A thematic analysis revealed a range of barriers that hold back the establishment and development of a professional career, and reveals the complex nature of professional acquaintances and friendships within esports.

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  • (2024)Exploring Gender and Racial/Ethnic Bias Against Video Game Streamers: Comparing Perceived Gameplay Skill and Viewer EngagementProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650009(1-11)Online publication date: 21-May-2024
  • (2023)“Never Good Enough”: Player Identities, Experiences, and Coping Strategies of Women in Czech Video Game JournalismGames and Culture10.1177/1555412023116679119:4(449-468)Online publication date: 9-Apr-2023

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Academic Mindtrek '22: Proceedings of the 25th International Academic Mindtrek Conference
November 2022
407 pages
ISBN:9781450399555
DOI:10.1145/3569219
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 16 November 2022

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  1. CS:GO
  2. competitive play
  3. esports
  4. first person shooters
  5. gender equality

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View all
  • (2024)Exploring Gender and Racial/Ethnic Bias Against Video Game Streamers: Comparing Perceived Gameplay Skill and Viewer EngagementProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650009(1-11)Online publication date: 21-May-2024
  • (2023)“Never Good Enough”: Player Identities, Experiences, and Coping Strategies of Women in Czech Video Game JournalismGames and Culture10.1177/1555412023116679119:4(449-468)Online publication date: 9-Apr-2023

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