首页> 外文期刊>International Journal of Adolescence and Youth >‘When I click “ok” I become Sassy – I become a girl’. Young people and gender identity: subverting the ‘body’ in massively multi-player online role-playing games
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‘When I click “ok” I become Sassy – I become a girl’. Young people and gender identity: subverting the ‘body’ in massively multi-player online role-playing games

机译:‘当我单击“确定”时,我就变成了Sassy –我成为了一个女孩”。年轻人和性别认同:在大型多人在线角色扮演游戏中颠覆“身体”

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This article explores young people's practices in the virtual spaces of online gaming communities. Based on a five-year ethnographic study of virtual worlds, it considers how young people construct and maintain identities within virtual social systems. In particular, the article discusses digital gender practices and considers the potential that these games offer for their young users to engage in alternate gender identities. We argue that these digital spaces offer spaces for the imagination and can enhance agency and, potentially, resistance. However, digital identity is simultaneously no ‘liberated space’ and it incorporates norms and practices that often mirror those of the material world. We argue that this ‘porosity’ is an important tool through which young people come to understand gender identity.
机译:本文探讨了在线游戏社区虚拟空间中年轻人的做法。基于对虚拟世界的五年民族志研究,它考虑了年轻人如何在虚拟社会系统中构建和维护身份。特别是,本文讨论了数字性别实践,并考虑了这些游戏为年轻用户提供的替代性别身份的潜力。我们认为,这些数字空间为想象提供了空间,可以增强代理能力,并有可能增强抵抗力。但是,数字身份同时也不是“自由空间”,它包含了通常反映物质世界的规范和实践。我们认为,这种“疏松性”是年轻人了解性别认同的重要工具。

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