Video Games: Why Are Female Gamers Invisible?
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Video Games: Why Are Female Gamers Invisible?


Playing more and more, struggling to cut back, or continuing to game despite its negative impact on everyday life can all be signs of gaming disorder. But what about women who play video games and may be overlooked by conventional diagnostic tools? A study by the University of Geneva (UNIGE) sheds light on why female gamers can remain under the radar and highlights the distinctive features of their gaming experiences. The study found that participants tended to favour immersive games over competitive ones and were less likely to identify with the traditional image of a gamer. These findings, published in European Psychiatry, could help inform more tailored approaches to the prevention and treatment of gaming disorder.

Recognised by the World Health Organization (WHO) in 2019 and included in the International Classification of Diseases (ICD-11), gaming disorder is estimated to affect around 3% of people who play video games. Yet despite growing awareness and the development of diagnostic tools, the criteria underpinning them have largely been shaped by men’s experiences.

Women play video games too. What kinds of games do they play, and why? What impact does gaming have on their lives? These questions remain largely unexplored. Understanding women’s gaming experiences is essential to identifying those at risk and developing prevention and support strategies that take everyone affected into account.

In a pioneering study, the team led by Sophia Achab – a senior lecturer in the Department of Psychiatry at the UNIGE's Faculty of Medicine, Deputy Division Head at the HUG’s Addiction Service, and director of the WHO Collaborating Centre for Mental Health Research and Training – sheds light on this little-explored area. Based on interviews with seven participants (six cisgender and one transgender) aged between 21 and 26, all with no reported mental health conditions and playing video games for at least ten hours a week, the study highlights the specific motivations and challenges faced by female gamers.

Women who play video games but don’t see themselves as gamers

“Our first finding is that these women generally do not identify as gamers. Many have internalised a cultural image of the gamer as someone who plays competitive games, often online. Yet our study shows that these women tend to favour narrative-driven and immersive games, such as role-playing games (RPGs), simulation games and puzzle games,” explains Sophia Achab.

Although their gaming preferences differ from the competitive genres typically favoured by men, the participants also reported periods of excessive gaming. For them, video games can serve as a coping mechanism for anxiety, stress or emotional distress. Gaming offers an escape and a way to switch off from everyday worries, but this coping strategy can also contribute to the development of gaming disorder.

“Current screening tools focus on social conflict and competition – the ‘masculine’ dimensions of gaming – while overlooking emotional regulation. This can make it harder for women to recognise that their gaming may be problematic,” says Cátia Martins Castro, a PhD student and Research staff member at the WHO Collaborating Centre and lead author of the study. “As a result, gaming disorder is often identified only when women seek help for another issue.”

The study participants also identified several barriers to seeking help. These included the fear of being judged by therapists, who might perceive them as ‘lazy’ or ‘immature’, as well as the perception that self-help groups and support services are largely male-centred.

Sexism and exclusion online

The study also highlights the sexist treatment experienced by the women who took part in the research while gaming online, including derogatory comments, exclusion and belittling language. “This behaviour is compounded by the fact that gaming environments themselves are highly gendered, particularly through the hypersexualised portrayal of female characters,” says Noelle Marino Rothlisberger, a Master’s student in the Department of Psychiatry who co-designed and carried out the research, together with Daniele Zullino, Associate Professor and Division Head.

“Our study shows that women who play video games are very much part of the gaming community: they play extensively and have experiences of their own. Their invisibility is both a scientific and a cultural issue. It is time to listen to them and give them a voice in discussions about video games, whether these focus on problematic gaming or, more broadly, on the diversity of gaming practices and experiences,” concludes Sophia Achab.

"A qualitative exploration of women’s experiences, stigma, and access to care in gaming disorder"
Catia Martins Castro, Noelle Marino Rothlisberger, Daniele Zullino et Sophia Achab
European Psychiatry
DOI: 10.1192/j.eurpsy.2026.12231
Regions: Europe, Switzerland
Keywords: Health, Well being, Society, Psychology, Leisure & sport, Applied science, Computing

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