2015
DOI: 10.1080/0966369x.2015.1013455
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Playing with digital gender identity and cultural value

Abstract: In cyberspace, anything is possible. Playing with digital gender identity has particularly flourished in digital dating games. Women can become the 'masters,' while men are the 'pets' when fabricating and manipulating digital gender identity to develop alternative heterosexual relationships. This implies that the breaking down of social and cultural barriers in cyberspace is possible if the digital dating game is seen as playful or a potential liberation from the barriers of digital gender identity to challeng… Show more

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Cited by 18 publications
(8 citation statements)
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“…Young females feel free to express and/or share negative emotions by using virtual stickers in Line friendships. They acknowledge that the cultural values and Taiwanese social norms allow them to present themselves as a sad woman because females are used to being attached to a weak status (Chen, 2016b). Therefore, their taking and giving of negative emotional responses have fewer constraints.…”
Section: Resultsmentioning
confidence: 99%
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“…Young females feel free to express and/or share negative emotions by using virtual stickers in Line friendships. They acknowledge that the cultural values and Taiwanese social norms allow them to present themselves as a sad woman because females are used to being attached to a weak status (Chen, 2016b). Therefore, their taking and giving of negative emotional responses have fewer constraints.…”
Section: Resultsmentioning
confidence: 99%
“…These cultural codes also produce certain guidelines for individuals in Taiwan to use to downplay emotional expressions that threaten in-group harmony as well as encourage the expression of emotions that maintain or create harmony. In Taiwan, these display rules prescribe the view that negative emotions should be masked in public (Chen, 2016b). Males in Taiwan have been socialized to minimize the degree to which they express their emotions in general and to avoid the expression of emotions that are contrary to the accepted male stereotypes used in social settings.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
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“…It may be coincidence that Licoppe and Inada (2016, 280) illustrate their example of a 'brave' gaming encounter with images of male gamers and a 'timid' encounter with a story about "a lady… who had gone to do some shopping with her husband and young son"; but it may also speak to the intersection of gaming reinvention with the density of gendered relations in urban spaces. Many dating apps that organise urban sociality repeat conventional gendered identities too (Doorn 2011;Chen 2016), even if some recalibrate the straight male gaze at women in public spaces by making her location rather than her body what is visible (Leszczynski and Elwood 2015). Other forms of posthuman inhabitants in the digitally mediated city are less recognisable, though.…”
Section: Examining Differences In the Digitally Mediated City: Some Ementioning
confidence: 99%
“…As Kinsley (2014, 378) states, this involves thinking about the 'manifold ways in which technical activities convene assemblages of bodies, objects, languages, values and so on and fold them in and out of spatial practice' . Drawing upon conceptual and theoretical ideas offered by 'digital geographies' , this article examines how spaces, bodies and technologies are mutually constituted in and through Grindr (Parr 2002;Kinsley 2014;Chen 2015). I focus on the taking and choosing of Grindr profile pictures to understand how men who use Grindr bring their bodies into digital being (Parr 2002;van Doorn 2011;Kinsley 2014).…”
mentioning
confidence: 99%