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Game Changers: How Women are Shaping the Future of Twitch

by Lisa Baumgartner

The following blog post was originally published on GAMEHearts website.

The image of gamers has often been reduced to a stereotype of socially awkward, reclusive males who are overweight and lack social skills (Kuss et al., 2022, p.1). This portayal, reinforced by media, paints gamers as unpopular individuals living in their parents’ basements, and has persisted over the years, shaping the gaming industry to cater primarily to a male audience (Paaßen et al., 2017, p. 421). However, recent statistics reveal a more balanced gender distribution among gamers, with nearly half of video game players being female (SRD, 2023). Despite this, female gamers often face harassment and objectification in the online scene (Kuss et al., 2022, p.2). These challenges extend beyond the gaming industry into the closely connected streaming world.

The rise of streaming platforms has revolutionized the gaming industry. This shift has turned gaming into not just a personal or competitive activity but also a spectator sport and a form of entertainment. Twitch has become a hotspot for gamers to showcase their skills, and interact with others (Sjöblom et al., 2016, p. 2). For many streamers, Twitch has even developed into a career path. They earn income through advertisements, subscriptions, donations, and sponsorships. This has attracted a diverse group of content creators, from professional gamers to casual players, who share their gaming experiences and personalities with their audience.

However, even though the number of female gamers is growing steadily, the majority of Twitch users is still made up of men (SRD, 2024). This discrepancy entails lots of challenges and obstacles for female streamers that impact not only their streaming but also their gaming experiences. A significant issue is the harassment they face, often in the form of sexist remarks, objectification, and even direct threats. Many female streamers report feeling under constant scrutiny, not only for their gaming skills but also for their appearance. This pressure adds up to a number of toxic dynamics they must navigate while trying to build and maintain their channels.


“ […] in order to be taken seriously I need to play the game well, try hard. Otherwise, I’m shit and I’m a woman, and I should go back to the kitchen.” (Interviewee D) (Baumgartner, 2024, p. 28).


One of the critical problems with this topic is the lack of effective policies on platforms like Twitch in order to protect female streamers and other marginalized groups from harassment. While Twitch has implemented community guidelines, many users feel these measures are insufficient (Ruberg, 2021, p. 1682). Female streamers often find themselves in situations where they have to rely on their chatters or mods for support, as platform-wide solutions are either slow or inadequate. The need for better moderation tools, mandatory account verification, and more robust reporting systems is imminent. These changes could help foster safe spaces and more inclusive environments for all users of the platform, especially women.

Despite these challenges, many female streamers have developed effective strategies to cope with harassment and discrimination. Some choose to ignore or ban negative comments, while others confront sexism directly. There is not “the one correct way” to handle this kind of toxic behavior. By continuing to challenge stereotypes and advocate for more inclusive policies, everyone involved can work towards a more inclusive and safe environment on platforms like Twitch (Baumgartner, 2024, p. 33-34).


“I feel like a man with my qualifications would not be questioned that way, like that conversation would not be had. […] And I think because I’m a woman and because I speak with a harsher tone or a more efficient tone, like I’m not really nice about it all the time, I’m given way more shit than a man of the same stature and resume would be given.” (Interviewee F) (Baumgartner, 2024, p. 32).


These experiences underscore the need for change. Stakeholders, including Twitch, viewers, and fellow streamers, have a role to play in fostering this change. Twitch has to continue refining its policies, viewers can support diverse streamers and call out inappropriate behavior, and fellow (male) streamers can use their influence to raise awareness. Particularly male streamers, who often have significant influence over their male viewers, can advocate for respectful treatment of other streamers on the platform by collaborating with diverse creators, and promoting respect towards them. There are numerous ways to foster change. Twitch as a platform has a responsibility to care for its users and enforce policies that promote respectful behavior.

Female streamers on Twitch face unique challenges that reflect the gender dynamics within the gaming industry. By acknowledging and addressing these issues, and shedding light on these inequalities, we can work towards a more inclusive and supportive environment. The rise of female streamers on Twitch is a testament to their resilience and determination for change. But how long will it take? Will this fight ever be over?

References

Baumgartner, L. (2024). Somewhere between stereotypes and harassment: Female gamers streaming on Twitch. [Bachelor’s Thesis, University of Vienna]

Kuss, D. J., Kristensen, A. M., Williams, A. J., & Lopez-Fernandez, O. (2022). To be or not to be a female gamer: A qualitative exploration of female gamer identity. International Journal of Environmental Research and Public Health19(3), 1169. https://doi.org/10.3390/ijerph19031169


Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a true gamer? The male gamer stereotype and the marginalization of women in video game culture. Sex Roles76, 421-435. https://doi.org/10.1007/s11199-016-0678-y


Ruberg, B. (2021). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New Media & Society, 23(6), 1681-1699. https://doi.org/10.1177/1461444820920759


Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior92, 20-28. https:/doi.org/10.1016/j.chb.2018.10.012.


Statista Research Department. (2023). Geschlechterverteilung der Videospieler in Österreich in den Jahren 2021 und 2023. https://de.statista.com/statistik/daten/studie/1200038/umfrage/geschlechterverteilung-der-gamer-in-oesterreich/ (accessed 7/12/24, 15:22 pm)


Statista Research Department. (2024). Verteilung der Nutzer von Twitch.tv nach Geschlecht weltweit im März 2024. https://de.statista.com/statistik/daten/studie/1044545/umfrage/verteilung-der-twitch-nutzer-nach-geschlecht-weltweit/ (accessed 7/12/24, 15:22 pm)


Uttarapong, J., Cai, J., & Wohn, D. Y. (2021). Harassment experiences of women and LGBTQ live streamers and how they handled negativity. In Proceedings of the 2021 ACM international conference on interactive media experiences (pp. 7-19). https://doi.org/10.1145/3452918.3458794


Lisa Baumgartner is a MA student of Journalism and Communication Studies at the University of Vienna, Department of Communication. She joined the GAMEHearts project in January 2025, combining academic research with a deep personal connection to gaming.
Her gaming journey began with PUBG before moving into Rainbow Six Siege esports. In 2020, she transitioned to Escape from Tarkov and streaming, earning Twitch Partner status the same year. With experience in both competitive gaming and content creating, her research focuses on the challenges women face in the gaming industry and the broader push for inclusivity in gaming spaces.

Disclaimer

This blog post is part of the ‘Dissemination, Outreach, and Engagement’ activities organised under Work Package 2 of the GAMEHEARTS: Games, Heritage, Arts, & Sport: the economic, social, and cultural values of the European video game ecosystem project. This project has received funding from the Horizon Europe program of the European Union under the Grant Agreements No 101132543 and No 101029543. It does not reflect the views of the European Union and is a publication encapsulated within the project.

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