2011
DOI: 10.1386/jgvw.3.2.125_1
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Doing gender versus playing gender in online worlds: Masculinity and femininity in Second Life and Guild Wars

Abstract: The 1987 West and Zimmerman article 'Doing gender' argues that throughout our daily lives, we are always 'doing gender', reinforcing what is acceptable behaviour for females and males according to socially defined gender roles. Through the examination of a qualitative study, this article explores the relationship between 'doing gender' and 'playing gender' in online virtual worlds, comparing differences in the conception and performance of gender in Second Life, primarily a social world, and Guild Wars, primar… Show more

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Cited by 5 publications
(3 citation statements)
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“…Furthermore, games provide an important lens into online interactions and are successfully being used to understand attitudes, social cognitions, and behaviors. For example, economic behaviors that occur in the real world have been mirrored in digital games that involve economic systems (Castronova et al, ), and social and gender roles and social networks have been examined using ethnographic and survey approaches in games such as World of Warcraft (Blizzard Entertainment, 1994) and Guild Wars (NCSOFT, 2005; Nickell et al, ; Rosier & Pearce, ).…”
Section: Types Of Games Used In Social and Personality Psychologymentioning
confidence: 99%
“…Furthermore, games provide an important lens into online interactions and are successfully being used to understand attitudes, social cognitions, and behaviors. For example, economic behaviors that occur in the real world have been mirrored in digital games that involve economic systems (Castronova et al, ), and social and gender roles and social networks have been examined using ethnographic and survey approaches in games such as World of Warcraft (Blizzard Entertainment, 1994) and Guild Wars (NCSOFT, 2005; Nickell et al, ; Rosier & Pearce, ).…”
Section: Types Of Games Used In Social and Personality Psychologymentioning
confidence: 99%
“…For some, this involves cross-gender play and account sharing, which are closely related to the players' in-game goaloriented behaviors and gendered self-expression. Though gender representation (especially cross-gender play) and account sharing are not new in gameplay, Audition, being a non-fantasy, non-science fiction, non-adventure based roleplaying space, demands of its players different suspensions of disbelief -with different implications for gendered selfrepresentation, compared to fantasy games such as WoW, EverQuest and Guild Wars [14][18] [24][27][28] [30]. In addition, as we will show, Audition players' cross-gender play and account sharing are often highly instrumental strategies to cope with the specificities of in-game marriage as a rule system (and have, in many situations, little to no intended role play aspect).…”
Section: Marriage As a Gendered Avatar-mediated Experiencementioning
confidence: 99%
“…Second, since social norms of gender and sexuality are deeply embedded in marriage, this study contributes to a growing social scientific literature in HCI and CSCW on gender and sexuality representation in virtual worlds, including [14][21] [24] [27][30] [31]. Digital environments such as MOGs allow players to choose and customize their digital representation of gendered selves by creating one or more avatars [26] [30].…”
Section: Introductionmentioning
confidence: 99%