OPINION | Women Only Esports Teams, Tournaments & Leagues

Fast Web Media

Disclaimer: this piece is strictly an opinion piece, representative of the opinions expressed by those who offered to partake. Fast Web Media has no bias towards mixed gendered or female-only leagues, tournaments and teams, and only seeks to uncover industry opinions about this topical issue.


The history of women’s oppression is long and vast, and although headway has been made in closing the margin between men and women, there is still a significant stretch to go until minorities (women, LGBTQ+, POC) are level. Whilst there is a choice on whether to exercise privilege or not, men are fortunate enough to be born into an inherently more benefited existence. You only have to look at the gender pay gap and lack of women in industries such as tech to see that, even in the mainstream, things are a little trickier for women.

If multi-national businesses and corporations are struggling to provide equal rights for all, what chance does a seemingly free-for-all market like esports stand against stamping out these social issues? Esports is an industry that’s thriving and increasing tenfold, and while the popularity of the sport grows, the industry itself is still mostly unregulated. Although there are companies who facilitate esports events and offer admins who oversee the online events and tournaments, such as Gfinity, a lot of gamers take it upon themselves to curate teams, events and tournaments, meaning the industry is largely opaque and self-certified.

Controversies such as Gamergate may seem a thing of the past, but there is still an undeniable bitter taste towards female gamers (both CIS and transgender). Although these opinions are only representative of the minority, they are still enough to understandably make a woman think twice about entering what Steph Harvey described as a ‘boys club.

A lot has been done to combat this divide in genders, with Steph, alongside Genevièv Forget, Anna Prosser Robinson and Stephanie Powell, founding Misscliks, an online community and safe space to address issues faced by women in the industry. Nevertheless, women still only represent around 5% of professional esports players and still earn considerably less than males in terms of tournaments and sponsorships payments, mirroring the problematic state of the mainstream job market.

With this in mind, it’s hardly surprising that there has been a need to facilitate women-only esports teams, tournaments and leagues. Whilst this may provide a solution to welcoming women into the industry, there have been many expressing that this only further segregates women from the mainstream, and further fuels that disconnect between male and female gamers. There is no ‘one size fits all’ solution to this problem, nor is there a right or wrong answer to whether women’s only esports events and teams are a positive or a negative. What may provide a foothold for one female gamer, might irritate and isolate another. The topic of gendered esports came up multiple times at The Future of Esports symposium that Fast Web Media attended, and it’s a subject that we haven’t shied away from before in our past esports interviews and pieces.


We posed the question “Do women’s only esports leagues, tournaments and games give women a foothold in the esports industry, or just further segregate them?” to a variety of industry professionals and gaming enthusiasts, to explore a mixture of angles on the topic. Here’s what they had to say:

Steve Ecott - Media & Digital Culture Student, University of Amsterdam

Studying Media & Digital Culture has offered Steve a pathway into understanding the typical genderisation of esports linguistics and acceptance. A former StarCraft II player, Steve witnessed the relentless bullying and ignorant attitudes toward pro player Sasha “Scarlett” Hostyn, a transgender woman who was ranked as North America’s top player in 2013. Hyperaware of the online bigotry professional competition can entail, Steve was keen to chip in his opinion:

A supporter of women’s only professional football, in equal measures to the mainstream men’s team, Steve continues to say:

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Speaking to The Telegraph, Toni Duggan said: ‘I used to hear ‘nobody cares’, but the reaction to my Barcelona move shows things have changed for women’s football.’

Lien “exQlusiv” Servranckx - Professional Counter-Strike Player

Lien Servranckx is a 19-year-old Counter-Strike player from Belgium, currently playing for Maestro Esports. Lien has been playing CS:GO for over a year and a half now and has profiles on Twitch and Play.TV.

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The Counter-Strike Global Offensive professional scene consists of a number of tournaments hosted by third-party organisations and Valve-organised or co-sponsored majors. In 2016, the prize pool from MLG Columbus was set at $1,000,000.

As a young female esports player, Lien said she’s happy with the status quo.

Continuing, Lien added that she believes that women's online leagues help form stronger bonds between women and girls:

There’s just something about the female scene. It brings all the girls together and it’s incredible to see that there are so many talented female players with so much passion for the game. Not to forget that the female scene is getting bigger and bigger everyday, so yes I do think that keeping the scenes separated gives us a foothold in the esports industry.

Emma Fraser - PhD Candidate & Research Assistant, University of Manchester (Sociology)

Emma Fraser is a final year PhD candidate at the University of Manchester, researching video games, virtual architecture and urban decay. The close bond between the depictions and navigation of ruined cities and video games, where these depictions are often presented (The Last of Us, for example), has immersed Emma in the world of online gaming.

Having conducted extensive research into female esports teams in the UK, Emma, who presented at The Future of Esports symposium, was kind enough to contribute her opinion:

Emma points out just how unfair it is for women to be put down, purely because of their gender. “There’s just no biological reason for women to be inherently lesser in esports,” Emma affirms, citing that success is purely a question of opportunity and experience. Opportunity and experience aren't the easiest things for female players to gain, though, as Emma reminds us that even when women succeed, they are penalised (for example, plenty of players rage quit or log-off once they start being 'beaten by a girl').

In conjunction with Steve’s opinion, Emma follows a similar belief: “all-female leagues and competitions are important and necessary to provide positive experiences for - especially young women.” This opinion is based on the fact that female players are seen to be “easy targets” in mainstream competitions - although this is changing with better moderation, Emma points out.

There are some drawbacks on female-only teams, leagues and tournaments, though. Despite providing a much-needed platform to get on with training and playing without distraction, Emma points out that “the emphasis on female-only leagues as a solution to the lack of women in esports means that these events are often seen as something women would be happy to do instead of ever competing in the most elite leagues.” This segregates women into their own competitions, which are then seen to be lesser compared to mainstream, almost entirely male, competitions that attract the prestige.

After considering both possible outcomes from women’s only teams, tournaments and leagues, Emma concludes her opinion by affirming her belief that “esports is the ideal context in which women can prove that they are just as capable of competing, training, persisting, and winning as men, and disprove assumptions about women being meek or non-aggressive (or that women only use aggression for domestic or feminine things like tiger parenting).” To do this, Emma maintains that women need to be well-represented in mainstream tournaments, though at the same time, aggressive play can put many people off, and the kind of environment of mainstream tournaments tend to mean that “only certain kinds of people last very long - selfish aggressors or dedicated team players.

Emma settles her take by stating:

Joanne Watson - Division Manager, Maestro Esports

Joanne has been an advocate for competitive gaming since 2000. Currently the Division Manager at Maestro Esports, Joanne co-owns and manages various divisions within the organisation. Joanne’s job is, predominantly, educating, caring and handling any conflicts that inevitably occur between different players and teams. With a role that creates strong bonds and friendships with women players, Joanne wished to have her say on the matter:

Sarah Shannon - Freelance Sports Journalist

A self-proclaimed esports enthusiast, Sarah Shannon is a freelance sports journalist and a casual League of Legends player. Sarah cites that with the increase of players registering to play games like League of Legends there will naturally be an increase of women looking to play.

The world of esports is evolving rapidly with more players registering to play League of Legends and Counterstrike on a daily basis. As the player base increases, the more women who play the game will also increase, and this is where the introduction of women based tournaments and leagues will help to show these new players that getting involved in esports is the norm.

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In esports professional gaming (as of June 2016), League of Legends has had $19,103,916 USD in prize money, 4,083 players, 1,718 tournaments.

With Sarah’s experience in mainstream sports, she makes the conclusion:

Alessio Florio - Chief Executive Officer, Maestro Esports

Established in early 2014 amongst a group of friends, Maestro Esports has developed to become a professional esports organisation (circa. 2015). Based in the Netherlands, Alessio has professional teams competing worldwide. With a number of high-quality teams in the organisation, Maestro also has dedicated, female-only squads. Speaking on the pros and cons for female-only teams, tournaments and leagues, CEO Alessio says:

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Maestro Esports.

Alessio continues to say that, even if the women’s scene is lacking in comparison to the mainstream scene at the moment, that isn’t the be-all and end-all:


Still relatively in its infancy (certainly compared to mainstream sports such as football), the esports industry is an opaque business that lacks overarching regulation. There simply isn’t a correct way to gain a foothold in the industry, and this lack of infrastructure in esports begs the question; does esports need to be mainstream to continue to grow and give women more opportunities?

Unquestionably, more needs to be done to tackle misogyny in esports. The attitudes towards women in gaming are deeply rooted, and bud from the typically gendered language in esports (for example, the popular catchphrase ‘Let’s go boys!’ is gendered male, helping perpetuate the idea that it’s primarily suited for men) right through to the unfamiliarity of female-leads in games, resulting in rejection (such as the reception of Mirror’s Edge, a video game series that was originally given the cold-shoulder due to its female lead that wasn’t overly sexualised).

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Faith Connor, the protagonist pictured in Mirror’s Edge: Catalyst (2016).

In popular culture, the idea of segregating women from men has been met with backlash. Only this year, shadow minister Chris Williamson was criticised for suggesting there was a “merit” in introducing women-only train carriages to help cut the number of sexual assaults on public transport. Laura Bates, the founder of the Everyday Sexism Project, said in an article for The Independent that "the idea of women-only train carriages is gravely insulting to both women and men.”

The recoil toward this notion comes from the idea that introducing segregation of the genders in response to sexual assault and prejudice suggests that these attitudes are inevitable. The suggestion itself is seen as being counter-productive, and begs the question, why not work on educating the minority of perpetrators, rather than segregating those on the receiving end? This response to the train-carriages idea may have been met with such criticism because it is in the mainstream, and for areas such as public transport, we are more than equipped to deal with tackling gender issues - whereas, in esports, we may not be.

The Guardian recently published an article encouraging women to ‘ignore the stereotypes and do what you want’, featuring the opinion of Natacha Jones, president of the University of Manchester Esports Society, whom we interviewed here. Easier said than done, perhaps. As previously stated in the foreword of this article, there is no right or wrong answer. What works for some, may not work for others. The key thing is that all who wish to explore esports and enjoy its offerings have the equal opportunity to.

What is YOUR opinion on the question posed in this article? Do women-only esports teams, tournaments and leagues provide a foothold into the industry, or just result in segregation? Has your opinion changed since reading this article? Tweet your thoughts to @FastWebMedia.


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