As many games are centered around challenges, the gaming community is often considered to be a meritocracy where everyone is judged based on performance; however, research has challenged this assumption for players with marginalized identities, such as women. We discuss literature on gender stereotypes in gaming and present a study examining whether the same game footage (Tekken 6) is judged equally by participants when the player has a feminine or a masculine voice. 240 participants watched one of four videos (feminine/winning; masculine/winning; feminine/losing; or masculine/losing) and rated the player along several dimensions. Our results show that player ratings depended on voice and match outcome. The feminine voice was rated as less sympathetic when winning as compared to losing and rated as equally skilled in both outcome conditions. In contrast, the masculine voice was rated as equally sympathetic in both outcome conditions, but more skilled in the winning than losing condition