Over 40 % of adolescent avid gamers within the U.S. keep away from media depicting ladies in a “stereotypical and dangerous means”, in response to a brand new examine.
The Teenagers and Screens Report 2025, performed by the Heart for Students & Storytellers (CSS) at UCLA, surveyed 1,500 adolescents (ages 10-24) about their experiences with gaming.
The report discovered that 42 % of girls and women keep away from video games that painting ladies in a derogatory means.
One of many greatest points amongst these surveyed was a concern of harassment.
The examine discovered that over half of girls and woman avid gamers felt as if they needed to “act a sure means” when gaming due to “gender, race, or different identification.”
Why is that this matter so necessary? “Each hacker I’ve met is a gamer,” says Fergus Hay, co-founder of The Hacking Video games, a neighborhood that helps individuals with hacking expertise get cybersecurity jobs.
Ladies at present make up round 30 % of the worldwide cybersecurity workforce, in response to Cybersecurity Ventures. Gaming is a gateway to our business, and it’s vital to offer women with a secure and supportive on-line gaming atmosphere to assist transfer the needle to 50 %.
On this particular CTRL, ALT, HACKED Podcast episode bolstered by a panel of girls, Cybercrime Journal host Amanda Glassner is joined by Charlie Osborne, Editor-at-Giant and Taylor Fox, Media Coordinator, to debate the brand new examine’s findings, current examples of harassment in opposition to ladies within the gaming business, and defending gamers on this atmosphere.
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