1120
Misogyny is a skill issue
(lemmy.world)
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The many rules inherited from
You don’t need a study to acknowledge people that still live at home, in their parent’s basement, get flustered when females gain the upper hand and are cordial when they are on top.
Did you notice that you implied men are people but women are females?
The word "female" always carries some dismissive message for me. I don't know about you - English isn't my native language - but it feels like whenever someones uses that word to describe women (i.e. half of the people on this planet) it's meant to de-humanize them. Like a female animal or something :(
That's often how the word gets used. It can be benign in some contexts (usually academic), but a lot of the people who use female as a noun frequently are intentionally dehumanizing women.
I definitely subscribe to that connotation. It's not a good word to use outside of a very clinical context.
It's because it comes from a misogynistic attempt to categorize women as only suitable for breeding with/taking care of children. IE. their sole 'usefulness' is making more men, essentially. It's why misogyny and fascism are often intertwined.
Wot?
In your comment, you referred to men as people, but women as 'females'. Which is extremely dehumanizing.
Firstly that's not what the study said and secondly yes we did, just assuming things that feel right is easy but not very useful.
To your added assumption I would guess that's actually wrong, the stereotype you describe of a shutin that plays games all day is likely to be far more competent than someone who works 9-5 and spends most evenings with their wife - going by the study the latter will be at the bottom of the table hurling insults at women while the greasy gamer is sitting at the top giving friendly advice and polite compliments to the women on good team.
Which is exactly why we DO need studies for things that it's easy to assume the answer to, this has highlighted an interesting insight that's worth building on and investigating further. Maybe rating players attitudes and looking at their steam account to approximate the amount of time they play games, we might find something unexpected like people who play that most games are the least toxic and people who play only once a week are very toxic - then we could look at reasons, maybe that use gaming as a stress realise but since they don't do it as much as they'd like they unleash their stress in other people, this might result in more awareness the importance of stress relief and the suggestion people find more time to game or our another study could look at differences in the behaviour of the casual gamers and identify what trends there are within that group that predict hostility - it might even be possible to implement features that benefit casual players and reduce their toxicity, game modes that help you rember the controls and skills for example if skill loss is related to toxicity for example.
Again let me say those are just example speculation and we don't know how true SVG of it would turn out to be, that's why more studies is a good thing.