‘Oh you’re really good for a girl’: Sexism, Stereotypes and Subcultural Capital in Board Gaming

This study explores gender dynamics in hobby board gaming culture through 43 semi-structured interviews with women who play these games. While recent scholarship indicates potentially decreasing toxicity in geek and video game spaces, less is known about gender relations in analogue gaming communities, and specifically, hobby board games. Similar to other geek spaces, this research demonstrates how women are often stereotyped as having particular interests and competences and are thus frequently relegated to lower status positions within the community. Some women were, however, able to elevate their status through demonstrations of subcultural capital, even if these instances served to reconfirm the established, male-coded status quo. Finally, this research highlights how sexist encounters were sometimes reframed as individuals with poor social skills and being no different to wider societal experiences rather than be understood as board games culture itself having a problem with sexism. Accordingly, this research provides important insight into how sexism is experienced and understood within these gaming environments as well as providing deeper insight into how women make sense of and navigate sexism more broadly.

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Publication Details

Journal
Cultural Sociology
Published
2025-06-28
DOI
https://doi.org/10.1177/17499755251345035
Primary Topic
Media, Gender, and Advertising
Type
article
Field-Weighted Citation Impact
0.00
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article

‘Oh you’re really good for a girl’: Sexism, Stereotypes and Subcultural Capital in Board Gaming

Ryan Scoats, Marcus Maloney
Cultural Sociology
Media, Gender, and Advertising
article

‘Oh you’re really good for a girl’: Sexism, Stereotypes and Subcultural Capital in Board Gaming

Ryan Scoats, Marcus Maloney
article en

Abstract

This study explores gender dynamics in hobby board gaming culture through 43 semi-structured interviews with women who play these games. While recent scholarship indicates potentially decreasing toxicity in geek and video game spaces, less is known about gender relations in analogue gaming communities, and specifically, hobby board games. Similar to other geek spaces, this research demonstrates how women are often stereotyped as having particular interests and competences and are thus frequently relegated to lower status positions within the community. Some women were, however, able to elevate their status through demonstrations of subcultural capital, even if these instances served to reconfirm the established, male-coded status quo. Finally, this research highlights how sexist encounters were sometimes reframed as individuals with poor social skills and being no different to wider societal experiences rather than be understood as board games culture itself having a problem with sexism. Accordingly, this research provides important insight into how sexism is experienced and understood within these gaming environments as well as providing deeper insight into how women make sense of and navigate sexism more broadly.

Cultural Sociology
Birmingham City University (GB), Coventry University (GB)
Openalex Percentile: Top 81%
Media, Gender, and Advertising
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