KARELIA-AMMATTIKORKEAKOULU Media-Alan Koulutusohjelma

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KARELIA-AMMATTIKORKEAKOULU Media-Alan Koulutusohjelma KARELIA-AMMATTIKORKEAKOULU Media-alan koulutusohjelma Julia Kiiskinen Venla Naumanen NAISET JA ELEKTRONINEN URHEILU Opinnäytetyö Joulukuu 2019 OPINNÄYTETYÖ Joulukuu 2019 Media-alan koulutus Tikkarinne 9 80200 JOENSUU +358 13 260 600 (vaihde) Tekijät Julia Kiiskinen ja Venla Naumanen Nimeke Naiset ja elektroninen urheilu Tiivistelmä E-urheilu on vuosien aikana noussut suureen suosioon ja noussut isojen areenoiden vetonauloiksi suurien turnauksien ja voittorahojen kautta. E-urheilu on ollut videopelien alkuajoista lähtien erittäin miesvoittoista ja naisten osuus tällä alalla on ollut hyvin vähäistä tähän päivään saakka. Opinnäytetyön tavoitteena on tutkia tätä ilmiötä, ja selvittää miksi naiset ovat eriarvoisessa asemassa kilpapelikulttuurissa. Opinnäytetyössä tutkittiin videopelejä, pelaamista, elektronista urheilua ja sen kulttuuria verkkoalustoilla. Työssä käsiteltiin myös e-urheilun sosiaalisen median alustoja ja niiden yhteisöjä ja vaikutuksia naispelaajiin sekä heidän asemaansa niissä. Työ koostui tietoperustan lisäksi haastatteluista, kyselyistä ja havainnoinnista, joiden pohjalta opinnäytetyön aihetta on käsitelty ja tutkittu. Opinnäytetyön tuloksissa esitetään syitä naisten vähäiseen määrään kilpapelikulttuurissa ja peliyhteisössä, jotka tulivat esille kyselyssä, haastattelussa ja havainnoinnissa. Syitä naisten eriarvoiseen asemaan esitetään myös tietoperustassa. Lopuksi opinnäytetyössä pohditaan mahdollisia ratkaisuja epäkohtien selvittämiseen ja naisten aseman parantamiseen alalla. Kieli Sivuja 84 Liitteet 3 suomi . Liitesivumäärä 3 Asiasanat e-urheilu, elektroninen urheilu, elektroniset pelit, kilpaurheilu, naiset, pelaaminen, sukupuoli, videopelit, pelaajuus THESIS December 2019 Degree Programme in Media Tikkarinne 9 80200 JOENSUU FINLAND + 358 13 260 600 (switchboard) Authors Julia Kiiskinen & Venla Naumanen Title Women And Electronic Sports Abstract Electronic sports, also known as esports reached a record level of popularity and extent of audience as of late. Yet, this meteoric growth runs contrary to difficulties surrounding its community. Esports has been male dominated since its early history and the issue still remains evident within the industry. The main focus of the thesis was to resolve why women are a clear minority in esports and gaming communities. To reach its purpose this thesis worked to give an in-depth examination of video games, esports, gaming and its culture across different platforms. The thesis also perceived women’s positions in society as gamers, how they are represented in the gaming communities and what kind of impact the social media has on women. In addition to this, the thesis consists of a web survey, interviews and some observation to help understand the issues present in esports. The discovered issues were analysed and discussed as well as compared to the results of the qualitive and quantitative study. It was concluded that the data supports the study and its findings. The results of the thesis suggest methods for improving the state of women in game communities and fixing the gap between the genders in esports. Language Pages 84 Appendices 3 English Pages of Appendices 3 Keywords esports, electronic sports, digital games, women, gaming, gender, video games Sisältö Sanasto ............................................................................................................... 6 1 Johdanto ........................................................................................................ 8 2 Opinnäytetyön tavoite ja tarkoitus .................................................................. 9 2.1 Opinnäytetyön tavoite .......................................................................... 9 2.2 Opinnäytetyön eettisyys ....................................................................... 9 2.3 Opinnäytetyön luotettavuus ............................................................... 12 3 Elektroninen urheilu ..................................................................................... 13 3.1 Elektronisten pelien historia ............................................................... 13 3.2 Elektroninen urheilu ........................................................................... 16 3.3 Naiset elektronisessa urheilussa ....................................................... 18 3.4 Pelien alalajit ja jakautuminen genreihin ............................................ 20 3.4.1 FPS-pelit ............................................................................................ 20 3.4.2 RTS-pelit ............................................................................................ 22 3.4.3 MOBA-pelit ........................................................................................ 23 3.4.4 Taistelupelit........................................................................................ 25 3.4.5 Ajopelit ............................................................................................... 26 3.4.6 Rytmi-, tanssi ja urheilupelit ............................................................... 27 3.4.7 DCCG-pelit ........................................................................................ 28 3.4.8 Battle Royale -pelit ............................................................................. 29 3.5 Sponsoritoiminta elektronisessa urheilussa ....................................... 30 3.6 Sosiaalisen median alustat elektronisessa urheilussa ....................... 32 4 Sukupuolijakauma peleissä ja pelaamisessa ............................................... 34 4.1 Yhteiskunta ja pelaaminen ................................................................. 34 4.2 Naiset ja pelaaminen ......................................................................... 37 4.3 Naiset ja peliala ................................................................................. 39 4.4 Vihapuhe ja häirintä ........................................................................... 41 4.4.1 Yleisesti vihapuheesta ja häirinnästä ................................................. 41 4.4.2 Vihapuhe ja häirintä peleissä ............................................................. 42 4.4.3 Vihapuhe ja häirintä peliyhteisöissä ................................................... 44 4.5 Sosiaalisen median vaikutukset naispelaajiin .................................... 47 5 Opinnäytetyön toteutus ................................................................................ 48 5.1 Kysely ................................................................................................ 48 5.2 Haastattelut........................................................................................ 49 5.3 Haastateltavat .................................................................................... 50 5.4 Havainnointi ....................................................................................... 51 6 Tulokset ....................................................................................................... 52 6.1 Kyselyn tulokset ................................................................................. 52 6.2 Kyselyaineiston analyysi .................................................................... 63 6.3 Haastattelun tulokset ......................................................................... 64 6.3.1 Lasten pelikasvatus ........................................................................... 64 6.3.2 Pelaaminen koulutuksena .................................................................. 66 6.3.3 Naisten asema kilpapelikulttuurissa ................................................... 66 6.3.4 Syrjintä/häirintä .................................................................................. 68 6.3.5 Sosiaalinen media ja striimaus .......................................................... 69 6.3.6 Kulttuurierot peliturnauksissa ............................................................. 70 6.3.7 Miten asenteita ja oletuksia muutetaan? ............................................ 70 6.4 Haastattelun analyysi ......................................................................... 72 6.5 Havainnoinnin tulokset ....................................................................... 72 6.6 Havainnoinnin analyysi ...................................................................... 73 7 Pohdinta ....................................................................................................... 74 Lähteet .............................................................................................................. 77 Liitteet Liite 1 Verkkokyselyn saatekirje Liite 2 Verkkokyselyn kysymysrunko Liite 3 Haastattelujen kysymysruko Sanasto Arcade Käsittää joko kolikkopelihalleissa pelattavia videopelejä tai joukkoa peliteknisiä ratkaisuja (Kraneis & Rantala 2018,172). Discord Sovellus, joka on suunnattu videopeliyhteisöille toimien yleisimmissä käyttöjärjestelmissä ja nettiselaimissa. Sovellus mahdollistaa keskustelun kirjoittamalla ja puhumalla. (SEUL 2019a.) Elektroniset pelit Termi kattaa tietokone-, konsoli-, elektroniikka-, mobiili-, virtuaali- ja verkkopelit (Huhtamo & Kangas, 2002, 361). Elektroninen urheilu Elektronisella urheilulla eli e-urheilulla tarkoitetaan tietotekniikkaa hyödyntävää kilpaurheilua. E-urheilua voidaan harrastaa niin joukkue- kuin yksilömuodossakin pelistä ja pelimuodosta riippuen (SEUL 2019b). Genre Genrellä eli lajityypillä tarkoitetaan elektronisten pelien yhteydessä esimerkiksi ampuma-, kaksinkamppailu, -urheilu- ja strategiapelejä (Huhtamo & Kangas 2002, 361). Gamergate Liike,
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