Gendered Conversation in a Social Game-Streaming Platform

Online social media and games are increasingly replacing offline social activities. Social media is now an indispensable mode of communication; online gaming is not only a genuine social activity but also a popular spectator sport. With support for anonymity and larger audiences, online interaction shrinks social and geographical barriers. Despite such benefits, social disparities such as gender inequality persist in online social media. In particular, online gaming communities have been criticized for persistent gender disparities and objectification. As gaming evolves into a social platform, persistence of gender disparity is a pressing question. Yet, there are few large-scale, systematic studies of gender inequality and objectification in social gaming platforms. Here we analyze more than one billion chat messages from Twitch, a social game-streaming platform, to study how the gender of streamers is associated with the nature of conversation. Using a combination of computational text analysis methods, we show that gendered conversation and objectification is prevalent in chats. Female streamers receive significantly more objectifying comments while male streamers receive more game-related comments. This difference is more pronounced for popular streamers. There also exists a large number of users who post only on female or male streams. Employing a neural vector-space embedding (paragraph vector) method, we analyze gendered chat messages and create prediction models that (i) identify the gender of streamers based on messages posted in the channel and (ii) identify the gender a viewer prefers to watch based on their chat messages. Our findings suggest that disparities in social game-streaming platforms is a nuanced phenomenon that involves the gender of streamers as well as those who produce gendered and game-related conversation.

[1]  Chin-Laung Lei,et al.  Gender swapping and user behaviors in online social games , 2013, WWW.

[2]  Sean A. Munson,et al.  Unequal Representation and Gender Stereotypes in Image Search Results for Occupations , 2015, CHI.

[3]  David García,et al.  It's a Man's Wikipedia? Assessing Gender Inequality in an Online Encyclopedia , 2015, ICWSM.

[4]  Burt L. Monroe,et al.  Fightin' Words: Lexical Feature Selection and Evaluation for Identifying the Content of Political Conflict , 2008, Political Analysis.

[5]  Benjamin Paaßen,et al.  What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture , 2017 .

[6]  P ? ? ? ? ? ? ? % ? ? ? ? , 1991 .

[7]  Peter Dalsgård,et al.  Performing perception—staging aesthetics of interaction , 2008, TCHI.

[8]  Mounia Lalmas,et al.  First Women, Second Sex: Gender Bias in Wikipedia , 2015, HT.

[9]  Noah A. Smith,et al.  Narrative framing of consumer sentiment in online restaurant reviews , 2014, First Monday.

[10]  Karen E. Dill,et al.  Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions , 2007 .

[12]  Quoc V. Le,et al.  Document Embedding with Paragraph Vectors , 2015, ArXiv.

[13]  Daniel B. Larremore,et al.  Gender, Productivity, and Prestige in Computer Science Faculty Hiring Networks , 2016, WWW.

[14]  Petr Sojka,et al.  Software Framework for Topic Modelling with Large Corpora , 2010 .

[15]  Cristian Danescu-Niculescu-Mizil,et al.  Tie-breaker: Using language models to quantify gender bias in sports journalism , 2016, ArXiv.

[16]  Quoc V. Le,et al.  Distributed Representations of Sentences and Documents , 2014, ICML.

[17]  J. Koenderink Q… , 2014, Les noms officiels des communes de Wallonie, de Bruxelles-Capitale et de la communaute germanophone.

[18]  Simone de Beauvoir,et al.  The Second Sex , 1949 .

[19]  Adrienne Massanari,et al.  #Gamergate and The Fappening: How Reddit’s algorithm, governance, and culture support toxic technocultures , 2017, New Media Soc..

[20]  J. Butler Gender Trouble: Feminism and the Subversion of Identity , 1990 .

[21]  T. Shakespeare,et al.  Observational Studies , 2003 .

[22]  C. Ramazanoglu,et al.  The Male in the Head: Young People, Heterosexuality and Power , 2004 .

[23]  Pascal Vincent,et al.  Representation Learning: A Review and New Perspectives , 2012, IEEE Transactions on Pattern Analysis and Machine Intelligence.

[24]  David Bamman,et al.  Gender identity and lexical variation in social media , 2012, 1210.4567.

[25]  Aaron D. Shaw,et al.  The Wikipedia Gender Gap Revisited: Characterizing Survey Response Bias with Propensity Score Estimation , 2013, PloS one.

[26]  Alessandro Flammini,et al.  Information overload in group communication: from conversation to cacophony in the Twitch chat , 2016, Royal Society Open Science.

[27]  Geoffrey E. Hinton,et al.  Visualizing Data using t-SNE , 2008 .

[28]  David García,et al.  Gender Asymmetries in Reality and Fiction: The Bechdel Test of Social Media , 2014, ICWSM.

[29]  Yong-Yeol Ahn,et al.  Twitter's Glass Ceiling: The Effect of Perceived Gender on Online Visibility , 2016, ICWSM.

[30]  Rosalind Gill,et al.  Empowerment/Sexism: Figuring Female Sexual Agency in Contemporary Advertising , 2008 .

[31]  Monireh Hosseini,et al.  Recognizing users gender in social media using linguistic features , 2016, Comput. Hum. Behav..

[32]  Charu C. Aggarwal,et al.  Mining Text Data , 2012, Springer US.

[33]  Stephen R. Burgess,et al.  Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers , 2007 .

[34]  Henry Jenkins,et al.  From Barbie to Mortal Kombat: gender and computer games , 1998 .

[35]  Patrick C. Shih,et al.  Virtual spectating: hearing beyond the video arcade , 2011, BCS HCI.

[36]  Stefano De Paoli,et al.  My Life as a Night Elf Priest. An Antropological Account of World of Warcraft. , 2010, Computer Supported Cooperative Work (CSCW).

[37]  Loïc Cerf,et al.  Watch me playing, i am a professional: a first study on video game live streaming , 2012, WWW.

[38]  G. May Second sex? , 1994, Nature.

[39]  Elizabeth Behm-Morawitz,et al.  The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept , 2009 .

[40]  Rae Langton,et al.  Sexual Solipsism: Philosophical Essays on Pornography and Objectification , 2009 .

[41]  Jeffrey Dean,et al.  Efficient Estimation of Word Representations in Vector Space , 2013, ICLR.

[42]  Dirk Hovy,et al.  Cross-lingual syntactic variation over age and gender , 2015, CoNLL.

[43]  A. Flammini,et al.  Misogynistic Language on Twitter and Sexual Violence , 2015 .

[44]  Lyle H. Ungar,et al.  Discovering User Attribute Stylistic Differences via Paraphrasing , 2016, AAAI.

[45]  Jstor Philosophy & public affairs , 1971 .