2022
DOI: 10.1177/00030651221104487
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From Battleground to Playground: The Video Game Avatar as Transitional Phenomenon for a Transgender Patient

Abstract: The language and theories of Winnicott offer a lens for examining the importance of play in the development of the queer, transgender, and/or gender-nonconforming patient and the safety that virtual spaces—specifically, video games—provide for this play. While much of the literature posits the primary therapeutic value of virtual space as the site of psychic battle, interaction with a video game avatar can also be understood as an act of queerness-as-play, a potential cornerstone of healthy identity formation … Show more

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Cited by 4 publications
(8 citation statements)
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“…All participants emphasized Theme 1 (Character creation), and this feature provided many appealing ways gamers could experiment and experience (Theme 2) their gender identity and expression through controlled environments. These findings validated the previous studies on the avatar (Morgan et al, 2020;Rivera, 2022) and the values of queer gamers' exploration of gender and sexuality within gaming realms (Ruelos, 2018). Character creation and customization with participants also focused on being able to project oneself onto the character to try alternate selves or experience qualities they may not have in the real world (Isbister, 2016).…”
Section: Discussionsupporting
confidence: 89%
See 3 more Smart Citations
“…All participants emphasized Theme 1 (Character creation), and this feature provided many appealing ways gamers could experiment and experience (Theme 2) their gender identity and expression through controlled environments. These findings validated the previous studies on the avatar (Morgan et al, 2020;Rivera, 2022) and the values of queer gamers' exploration of gender and sexuality within gaming realms (Ruelos, 2018). Character creation and customization with participants also focused on being able to project oneself onto the character to try alternate selves or experience qualities they may not have in the real world (Isbister, 2016).…”
Section: Discussionsupporting
confidence: 89%
“…These findings validated the previous studies on the avatar (Morgan et al. , 2020; Rivera, 2022) and the values of queer gamers’ exploration of gender and sexuality within gaming realms (Ruelos, 2018). Character creation and customization with participants also focused on being able to project oneself onto the character to try alternate selves or experience qualities they may not have in the real world (Isbister, 2016).…”
Section: Discussionsupporting
confidence: 89%
See 2 more Smart Citations
“…Gender minority youth are no longer receiving consistent toxic feedback regarding their identity. Additionally, digital platforms such as video games provide a ‘transitional playground’ that allows youth to explore their identity with more freedom and less worry compared with traditional social situations 18. The concept of gender is a cultural construct rather than a genetic fact.…”
Section: Discussionmentioning
confidence: 99%