No Girls Allowed How esports tourism can become more inclusive by increasing the participation of women gamers at live events

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2025-07-15

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en

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This thesis examines how esports tourism can become more inclusive by increasing the participation of women gamers at live events. Despite comprising a substantial share of the global gaming population, women remain underrepresented as both players and spectators in esports. Through a qualitative case study of the Counter-Strike franchise (CS:GO and CS2), this research draws on semi-structured interviews with women gamers to explore the structural and cultural barriers they face. Findings reveal that experiences of harassment, exclusion, and gender-based stereotyping significantly impact women's willingness to attend live esports events. Additionally, industry practices, such as the male-centric design of games and the lack of enforcement around toxic behaviour, further deter participation. Participants highlighted the importance of safe, community-based spaces and expressed a desire for events that prioritise inclusivity and representation. Based on these insights, the thesis proposes actionable strategies for fostering gender inclusion in esports tourism. These include improving moderation systems, diversifying in-game representation, and offering alternative, low-pressure engagement formats at live events. By centring women's perspectives, the study contributes to a deeper understanding of gender dynamics in esports and offers practical recommendations for creating more equitable and welcoming tourism experiences. Keywords: esports, tourism, gender inclusion, Counter-Strike, women gamers, gaming culture, live event

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