Sunday, 29 April 2012

Gender Swapping and Socializing in Cyberspace: An Exploratory Study

ABSTRACT
"Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting
innovations in the area of online computer gaming. Given the relative lack of research in
the area, the main aims of the study were to examine (a) the impact of online gaming (e.g.,
typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in
the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample
of 119 online gamers ranging from 18 to 69 years of age (M 28.5 years) completed a questionnaire.
The results showed that just over one in five gamers (21%) said they preferred socializing
online to offline. Significantly more male gamers than female gamers said that they
found it easier to converse online than offline. It was also found that 57% of gamers had engaged
in gender swapping, and it is suggested that the online female persona has a number
of positive social attributes in a male-oriented environment".


http://ehis.ebscohost.com/eds/detail?vid=13&hid=124&sid=1b0b06ac-05f9-4410-932d-5eb18a824671%40sessionmgr111&bdata=JnNpdGU9ZWRzLWxpdmU%3d#db=buh&AN=29959758  


I found this article (Quest) in which a number of people were asked to participate in certain MMORPG's with some surprising and interesting results to say the least...

  •  57% of gamers had engaged in gender swapping 
I remember, certainly when I was a lot younger, when online gaming wasn't the phenomenon it is today, the game Tomb Raider became a huge success. Most other game franchises at this time would feature a generic, male, protagonist with the same repetitive roles. However, in Tomb Raider, the player would have the opportunity to be in control of a female character as the central role. It could be argued that this would appeal to both male and female.
  •  a large minority of gamers (47%) spent 210 minutes or more per playing session.
 What is it that keeps the player so enthralled with constant gameplay?
  • Over two-thirds of gamers (68%) said that online gaming had a “stimulating” effect, where a stimulating effect was when online gaming had either a social, challenging, and/or interactive effect on gamers.
"It provides a different environment to enjoy myself and in which to meet online friends".
(P1,male, age 32)

"Because you are in a different place in online worlds. You are free to do what you want".
(P70, male, age 25)


"I like games, always have. I like to socialize, always have. I get both in Everquest. I’m
good at games and not one woman I know in real life is. They think it is weird. So I get to play with people more like me in that way".

(P16, female, age 38) 

From hearing and reading peoples responses to MMO's, I think it has become evident that these games provide a sense of freedom, yet ironically build this feeling of security. Obviously there has been a lot of problems with identity etc, but in retrospect, I believe that being part of an online community allows the user to be free from the outside world and build an environment of their own. Then, if they decide they don't want to be part of that community anymore, they can simply delete/cancel their account, as it's only virtual.




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