7,130
Views
42
CrossRef citations to date
0
Altmetric
Articles

The strategic female: gender-switching and player behavior in online games

, , , &
Pages 286-300 | Received 22 Sep 2013, Accepted 08 Dec 2013, Published online: 23 Jan 2014

References

  • Allen, J., & Core, M. (1997). Draft of DAMSL: Dialog act markup in several layers. Unpublished manuscript. Retrieved from http://www-ssli.ee.washington.edu/people/bulyko/papers/DAMSL_manual.pdf
  • Austin, J. L. (1962). How to do things with words. New York, NY: Oxford University Press.
  • Banks, J. (2013). Human-technology relationality and self-network organization: Players and avatars in World of Warcraft (Unpublished doctoral dissertation). Colorado State University, Fort Collins, CO.
  • Bem, S. L. (1974). The sex role inventory. Journal of Personality and Social Psychology, 42, 122–162.
  • Bem, S. L. (1993). The lenses of gender: Transforming the debate on sexual inequality. New Haven, CT: Yale University Press.
  • Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in World of Warcraft. CyberPsychology & Behavior, 10(4), 530–535. doi: 10.1089/cpb.2007.9994
  • Blascovich, J., & Bailenson, J. (2011). Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. New York, NY: HarperCollins.
  • Boler, M. (2007). Hypes, hopes and actualities: New digital Cartesianism and bodies in cyberspace. New Media & Society, 9(1), 139–168. doi: 10.1177/1461444807067586
  • Butler, J. (1990). Gender trouble: Feminism and the subversion of identity. New York, NY: Routledge.
  • Chodorow, N. (1995). Gender as personal and cultural construction. Signs, 20, 516–544. doi: 10.1086/494999
  • Chriss, J. J. (1995). Habermas, Goffman, and communicative action: Implications for professional practice. American Sociological Review, 60(4), 545–565. doi: 10.2307/2096294
  • Cialdini, R. B., Kallgren, C. A., & Reno, R. R. (1991). A focus theory of normative conduct: A theoretical refinement and reevaluation of the role of norms in human behavior. In M. P. Zanna (Ed.), Advances in experimental social psychology (Vol. 24, pp. 201–235). San Diego, CA: Academic Press.
  • Conrad, M., Neale, J., & Charles, A. (2010). This is my body: The uses and effects of the avatar in the virtual world. International Journal for Infonomics, 3, 360–368.
  • Consalvo, M., & Harper, T. (2009). The sexi(e)st of all: Avatars, gender, and online games. In N. Panteli (Ed.), Virtual social networks: Mediated, massive and multiplayer (pp. 98–113). New York, NY: Palgrave.
  • Dunn, R. A., & Guadagno, R. E. (2012). My avatar and me – gender and personality predictors of avatar-self discrepancy. Computers in Human Behavior, 28(1), 97–106. doi: 10.1016/j.chb.2011.08.015
  • Eagly, A. H. (1987). Sex differences in social behavior: A social-role interpretation. Hillsdale, NJ: Erlbaum.
  • Fahs, B., & Gohr, M. (2012). Superpatriarchy meets cyberfeminism: Facebook, online gaming, and the new social genocide. MP: An Online Feminist Journal, 3(6). Retrieved from http://academinist.org/wp-content/uploads/2010/06/030601_Superpatriarchy.pdf
  • Goffman, E. (1959). The presentation of self in everyday life. New York, NY: Doubleday.
  • Goffman, E. (1974). Frame analysis: An essay on the organization of experience. Cambridge, MA: Harvard University Press.
  • Haraway, D. (1991). Simians, cyborgs and women: The reinvention of nature. London: Free Association.
  • Herring, S. C. (1994, April). Politeness in computer culture: Why women thank and men flame. Cultural performances: Proceedings of the Third Berkeley Women and Language conference, Berkeley Women and Language Group, Berkeley, CA, pp. 278–294.
  • Huh, S., & Williams, D. (2010). Dude looks like a lady: Gender swapping in an online game. In W. S. Bainbridge (Ed.), Online worlds: Convergence of the real and the virtual (pp. 161–174). New York: Springer.
  • Hussain, Z., & Griffiths, M. D. (2008). Gender swapping and socializing in cyberspace: An exploratory study. CyberPsychology & Behavior, 11, 47–53. doi: 10.1089/cpb.2007.0020
  • Jurafsky, D., Bates, R., Coccaro, N., Martin, R., Meteer, M., Ries, K., … Ess-Dykema, V. (1997, December). Automatic detection of discourse structure for speech recognition and understanding. Proceedings, 1997 IEEE workshop on automatic speech recognition and understanding, IEEE, Santa Barbara, CA, pp. 88–95.
  • Kivran-Swaine, F., Brody, S., Diakopoulos, N., & Naaman, M. (2012, February). Of joy and gender: Emotional expression in online social networks. Proceedings of the ACM 2012 conference on computer supported cooperative work companion (CSCW '12), ACM, New York, NY, pp. 139–142.
  • Kristeva, J. (1980). Desire in language: A semiotic approach to literature and art. (L.S. Roudiez, T. Gora, & A. Jardine, Trans.). New York, NY: Columbia University Press.
  • Lehdonvirta, M., Nagashima, Y., Lehdonvirta, V., & Baba, A. (2012). The stoic male: How avatar gender affects help-seeking behaviour in an online game. Games and Culture, 7(1), 29–47. doi: 10.1177/1555412012440307
  • Lenney, E. (1991). Sex roles: The measurement of masculinity, femininity, and androgyny. In J. P. Robinson, P. R. Shaver, & L. S. Wrightsman (Eds.), Measures of personality and social psychological attitudes (Vol. 1, pp. 573–660). San Diego, CA: Academic Press.
  • Lou, J.-K., Park, K., Cha, M., Park, J., Lei, C.-L., & Chen, K.-T. (2013, May 13–17). Gender swapping and user behaviors in online social games. In Schwabe, D., Almeida, V., Glaser, H., Baeza-Yates, R., & Moon, S. (Eds.), Proceedings of the IW3C2 WWW 2013 conference, Rio de Janeiro, Brazil (pp. 27– 836). Retrieved from http://www2013.org/papers/proceedings.htm
  • Luhaorg, H., & Zivian, M. T. (1995). Gender role conflict: The interaction of gender, gender role, and occupation. Sex Roles, 33(9–10), 607–620. doi: 10.1007/BF01547720
  • Martey, R. M., & Stromer-Galley, J. (2007). The digital dollhouse: Context and social norms in the Sims Online. Games & Culture, 2, 314–344. doi: 10.1177/1555412007309583
  • Merola, N., & Peña, J. (2010). The effects of avatar appearance in virtual worlds. The Journal of Virtual Worlds, 2(5). Retrieved from http://journals.tdl.org/jvwr/index.php/jvwr/article/view/779/717
  • Messinger, P. R., Ge, X., Stroulia, E., Lyons, K., Smirnov, K., & Bone, M. (2008). On the relationship between my avatar and myself. The Journal of Virtual Worlds, 1(2). Retrieved from http://journals.tdl.org/jvwr/index.php/jvwr/article/view/352/263
  • Nakamura, N. (1995). Race in/for cyberspace: Identity tourism and racial passing on the internet. Works and Days: Essays in the Socio-Historical Dimensions of Literature & the Arts, 25/26 (Fall 1995, Winter 1996), 181–193.
  • Poncin, I., & Garnier, M. (2012). Avatar identification on a 3D commercial website: Gender issues. Journal of Virtual Worlds Research, 5(3). Retrieved from http://jvwr-ojs-utexas.tdl.org/jvwr/index.php/jvwr/article/view/6321/6298
  • Salazar, J. A. (2009). Analyzing social identity (re)production: Identity liminal events in MMORPGs. The Journal of Virtual Worlds, 1(3). Retrieved from http://journals.tdl.org/jvwr/index.php/jvwr/article/view/353
  • Searle, J. R. (1969). Speech acts: An essay in the philosophy of language. Cambridge: Cambridge University Press.
  • Shaikh, S., Strzalkowski, T., Taylor, S., & Webb, N. (2010, May). MPC: A multi-party chat corpus for modeling social phenomena in discourse. Proceedings of the 7th international conference on language resources and evaluation (LREC2010), Valletta, Malta.
  • Spears, R., Lea, M., Postmes, T., & Wolbert, A. (2011). A SIDE look at computer-mediated interaction: Power and the gender divide. In Z. Birchmeier, B. Dietz-Uhler, & G. Stasser (Eds.), Strategic uses of social technology: An interactive perspective of social psychology (pp. 16–39). New York, NY: Cambridge University Press.
  • Spence, J. T. (1984). Masculinity, femininity, and gender-related traits: A conceptual analysis and critique of current research. Progress in Experimental Personality Research, 13, 1–97.
  • Steinkuehler, C. (2006). The mangle of play. Games and Culture, 1(3), 199–213. doi: 10.1177/1555412006290440
  • Stromer-Galley, J., & Martey, R. M. (2009). Visual spaces, norm governed places: The influence of spatial context online. New Media & Society, 11, 1041–1060. doi: 10.1177/1461444809336555
  • Turkle, S. (1984). The second self. New York, NY: Simon & Schuster.
  • Turkle, S. (1995). Life on the screen: Identity in the age of the internet. New York, NY: Simon & Schuster.
  • Vasalou, A., & Joinson, A. (2009). Me, myself and I: The role of interactional context on self presentation through avatars. Computers in Human Behavior, 25, 510–520. doi: 10.1016/j.chb.2008.11.007
  • Vasalou, A., Joinson, A. N., & Pitt, J. (2007, April). Constructing my online self: Avatars that increase self-focused attention. Proceedings of the SIGCHI conference on human factors in computing systems, ACM, San Jose, CA, pp. 445–448.
  • Webb, S. (2001). Avatar culture: Narrative, power, and identity in virtual world environments. Information, Communication & Society, 4(4), 560–594. doi: 10.1080/13691180110097012
  • Wiggins, J. S., & Holzmuller, A. (1981). Further evidence on androgyny and interpersonal flexibility. Journal of Research in Personality, 15(1), 67–80. doi: 10.1016/0092-6566(81)90008-8
  • Witmer, D. F., & Katzman, S. L. (1997). On-line smiles: Does gender make a difference in the use of graphic accents? Journal of Computer-Mediated Communication, 2(4).
  • Wolf, A. (2000). Emotional expression online: Gender differences in emoticon use. CyberPsychology & Behavior, 3(5), 827–833. doi: 10.1089/10949310050191809
  • Yee, N. (2008). Maps of digital desires: Exploring the topography of gender and play in online games. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 83–96). Cambridge: MIT Press.
  • Yee, N., & Bailenson, J. N. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33, 271–290. doi: 10.1111/j.1468-2958.2007.00299.x
  • Yee, N., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments. CyberPsychology & Behavior, 10(1), 115–121. doi: 10.1089/cpb.2006.9984
  • Yee, N., & Ducheneaut, N. (2011). Gender bending. Retrieved from http://blogs.parc.com/playon/2011/07/23/gender-bending/
  • Young, I. M. (1994). Gender as seriality: Thinking about women as a social collective. Signs, 19(3), 713–738.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.