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GEDIS - Gender Diversity in Information Science: Challenges in Higher Education. https://ub.edu/gedis Citation: Gagulić, Kristina, Inga Pemper, Antonio Prgomet. 2025. Videoigre i spol. DOI: 10.5281/zenodo.17315482. Gaming & Gender. Translated by: Kristina Gagulić, Inga Pemper and Antonio Prgomet. DOI: 10.5281/zenodo.17315515 GEDIS project context Co-funded by the European Union. The views and opinions expressed are solely those of the author(s) and do not necessarily reflect those of the European Union or the Spanish Service for the Internationalisation of Education (SEPIE). Neither the EU nor the granting authority can be held responsible. This resource is part of the European project GEDIS (Gender Diversity in Information Science), which promotes open educational tools to tackle gender inequalities in higher education, with an emphasis on disciplines related to Information and Library Science. This educational material was developed within the framework of Summer School Barcelona, as part of the GEDIS project. Gisbert-Pérez, Júlia, Manuel Martí-Vilar, Cesar Merino-Soto, Guillermo M. Chans, and Laura Badenes-Ribera. 2024. Gender differences in internet gaming among university students: a discriminant analysis. DOI: https://doi.org/10.3389/fpsyg.2024.1412739. Pan, Ruiqi. 2023. Video Games and Gender Equality: How Has Video Gaming Become a Men’s Privilege? DOI: https://doi.org/10.54254/2753-7064/6/20230045. REFERENCES Gaming & Gender Challenges Stereotypes, toxic behavior, sexualization, and the creation of false perceptions... Benefits Diversity, inclusivity, creativity, reducing stereotypes, promoting equality... Solutions Inclusive design, changes in industrial practice, education and prevention of stereotypes the video game industry has, from the very beginning, been shaped in a male-dominated environment – creating a culture dominated by the male perspective video games were originally designed for a male audience differences in gaming habits, motivations, and experiences start playing earlier more hours per week competition, violence, challenges stay in toxic communities start playing later fewer hours per week creativity, sociability, customization more often avoid toxic communities powerless or secondary characters often portrayed in the role of a “damsel in distress” sexualized portrayals of women in video games are linked to lower self-esteem among female players and the reinforcement of sexist attitudes among male players Representation of women in video games Target groups: Students History and Context This OER presents the main challenges, benefits, and solutions related to gender and video games, emphasizing women’s experiences and representation. It highlights the impact of stereotypes, sexism, and community toxicity, but also points to the positive effects of diversity and inclusive game design. The aim is to highlight key challenges, opportunities, and solutions related to gender and video games in order to encourage more inclusive and creative gaming environments for everyone.