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Gender swapping and user behaviors in online social games

Published: 13 May 2013 Publication History

Abstract

Modern Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments in which players can conduct a variety of activities including combat, trade, and chat with other players. While the game world and the available actions therein are inspired by their offline counterparts, the games' popularity and dedicated fan base are testaments to the allure of novel social interactions granted to people by allowing them an alternative life as a new character and persona. In this paper we investigate the phenomenon of "gender swapping," which refers to players choosing avatars of genders opposite to their natural ones. We report the behavioral patterns observed in players of Fairyland Online, a globally serviced MMORPG, during social interactions when playing as in-game avatars of their own real gender or gender-swapped. We also discuss the effect of gender role and self-image in virtual social situations and the potential of our study for improving MMORPG quality and detecting online identity frauds.

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Cited By

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  • (2024)“More Than Just Playing a Character”: Gender Exploration and Expression in Avatar CustomizationGames and Culture10.1177/15554120241307982Online publication date: 26-Dec-2024
  • (2024)An Exploratory Study on Gender Dysphoria & Character CustomisationProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650020(1-12)Online publication date: 21-May-2024
  • (2023)The (unlocated) in-game gender performativity in contemporary China: exploring gender swapping practices in the online game sphereFeminist Media Studies10.1080/14680777.2023.225829624:7(1617-1634)Online publication date: 15-Sep-2023
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Published In

cover image ACM Other conferences
WWW '13: Proceedings of the 22nd international conference on World Wide Web
May 2013
1628 pages
ISBN:9781450320351
DOI:10.1145/2488388

Sponsors

  • NICBR: Nucleo de Informatcao e Coordenacao do Ponto BR
  • CGIBR: Comite Gestor da Internet no Brazil

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 May 2013

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Author Tags

  1. gender swapping
  2. mmorpg
  3. multiplex relations
  4. online social games
  5. quantitative social science

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  • Research-article

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WWW '13
Sponsor:
  • NICBR
  • CGIBR
WWW '13: 22nd International World Wide Web Conference
May 13 - 17, 2013
Rio de Janeiro, Brazil

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WWW '13 Paper Acceptance Rate 125 of 831 submissions, 15%;
Overall Acceptance Rate 1,899 of 8,196 submissions, 23%

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Cited By

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  • (2024)“More Than Just Playing a Character”: Gender Exploration and Expression in Avatar CustomizationGames and Culture10.1177/15554120241307982Online publication date: 26-Dec-2024
  • (2024)An Exploratory Study on Gender Dysphoria & Character CustomisationProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650020(1-12)Online publication date: 21-May-2024
  • (2023)The (unlocated) in-game gender performativity in contemporary China: exploring gender swapping practices in the online game sphereFeminist Media Studies10.1080/14680777.2023.225829624:7(1617-1634)Online publication date: 15-Sep-2023
  • (2023)Trans* and gender diverse players: Avatars and gender-alignmentEntertainment Computing10.1016/j.entcom.2023.10058447(100584)Online publication date: Aug-2023
  • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
  • (2023)Identitätsbildung in sozialen MedienHandbuch Soziale Medien10.1007/978-3-658-25995-2_4(191-212)Online publication date: 1-Jan-2023
  • (2022)Why Do Women Pretend to Be Men? Female Gender Swapping in Online GamesFrontiers in Psychology10.3389/fpsyg.2022.81095413Online publication date: 12-May-2022
  • (2022)Sex Differences in Competitiveness in Massively Multiplayer Online Role-Playing Games (MMORPGs)Evolutionary Psychology10.1177/1474704922110938820:2Online publication date: 22-Jun-2022
  • (2022)Becoming a Virtual Cutie: Digital Cross-Dressing in JapanConvergence: The International Journal of Research into New Media Technologies10.1177/1354856522107481228:6(1643-1661)Online publication date: 10-Mar-2022
  • (2022)“I Ain’t No Girl”: Exploring Gender Stereotypes in the Video Game CommunityWestern Journal of Communication10.1080/10570314.2022.213000487:5(857-878)Online publication date: 5-Oct-2022
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