Abstract
After reviewing the literature on online identity construction and developing a set of theory-based hypotheses, this chapter employs a novel combination of survey data and game-generated behavioral logs to examine gender swapping in EverQuest II. Gender swapping is defined as a difference between the gender reported by the player in the survey from the gender of the player’s main character in the game. Motivations for play were measured using Yee’s condensed MMO motivations scale, and behavioral logs supplied four main measures of gender-stereotypical in-game behaviors. Contrary to expectations, gender swapping was less common among female players, and swapping was rather rare in general. Homosexual players were more likely to change their online gender than straight players. Performance and socialization motivations for play did not differ significantly between swappers and nonswappers. Men who play female characters were not more likely to engage in stereotypically female acts than men who play male characters; however, women who played male characters did display a degree of hyper-masculine behavior. Some of these findings suggest that there may be less of the identity exploration or challenging of gender norms than some had expected, but the female population of players may be bimodal, composed of stereotypically female and male-leaning subgroups.
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This work is supported by grants from the National Science Foundation (Grant #IIS 07-29505) and the Army Research Institute (Grant #PROJ0001029).
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Huh, S., Williams, D. (2010). Dude Looks like a Lady: Gender Swapping in an Online Game. In: Bainbridge, W. (eds) Online Worlds: Convergence of the Real and the Virtual. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-825-4_13
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