Wanita dan e-Sukan di Malaysia: Sosialisasi dan Stereotaip Gender
Abstract
Artikel ini membincangkan mengenai stereotaip gender yang dialami oleh pemain e-sukan wanita. Isu mengenai stereotaip gender terjadi kerana e-sukan dikategorikan sebagai sukan yang didominasi oleh kaum lelaki kerana majoriti pemain terdiri daripada kaum lelaki. Bagi wanita yang memilih untuk menjadi sebahagian daripada industri e-sukan, mereka tidak dapat lari daripada elemen stigma, label dan seterusnya stereotaip hanya disebabkan gender mereka berbeza. Bagi menjawab isu ini, pendekatan kualitatif menggunakan temu bual mendalam telah dilakukan ke atas tujuh orang wanita yang terlibat aktif di dalam e-sukan. Informan tersebut dipilih melalui persampelan bertujuan dengan ciri-ciri spesifik iaitu wanita, terlibat di dalam e-sukan dan menjadi pemain bagi sesebuah pasukan/kelab e-sukan dan terlibat dalam permainan jenis berperanan berganda (MMOPRGs). Data dianalisis menggunakan analisis tematik dan dipersembahkan secara deskriptif dan naratif. Hasil kajian menunjukkan terdapat beberapa jenis stereotaip yang menjadi cabaran serta halangan kepada pemain wanita ini untuk terus berjaya di dalam kerjaya sebagai seorang professional ‘gamers’. Stereotaip gender seperti wanita tidak pandai bermain MMOPGRs, komen berbau seksis serta lucah juga pernah diterima, tiada komunikasi yang baik antara pemain lelaki dan wanita dan tanggapan bahawa wanita tidak sesuai bermain permainan tersebut kerana kebanyakan permainan berganda ini bersifat ekstrem, agresif dan maskulin. Ciri-ciri permainan tersebut lebih signifikan kepada lelaki berbanding dengan wanita yang seringkali dikaitkan dengan sifat feminin. Secara tidak langsung, tanggapan seperti itu sedikit sebanyak menyekat peluang wanita untuk bergerak lebih aktif dan maju di dalam e-sukan berbanding lelaki.
Kata kunci: Wanita, e-sukan, sosialisasi, gender, stereotaip gender, sosiologi.
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