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Chivalry, subordination and courtship culture: Being a 'Woman' in online games

机译:侠义,从属和求爱文化:在网络游戏中成为“女人”

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摘要

Computer and video gaming are social activities, where people with different backgrounds, different nationalities and different ages meet. Research dating back to the early years of online gaming proposed that individual backgrounds were especially irrelevant online and that, consequently, games could be arenas for exploring new identities, gender relations and sexualities. Taking this as a starting point, we report in this article from an interview study. The results confirm that gaming is an activity where the participants' backgrounds might be largely ignored. This also includes gender insofar as the participants can choose what gender to assume. However, whereas individual online gender (female or male) can be chosen freely, femininity and what it is like to be a woman are represented as being rather rigid. The article explores this tension between the free choice of the female position and its fixed content in relation to assumptions of the transgressive nature of computer gaming.
机译:计算机和视频游戏是一种社交活动,来自不同背景,不同国籍和不同年龄的人们在这里聚会。可以追溯到早期在线游戏的研究表明,个人背景与在线特别无关,因此,游戏可能成为探索新身份,性别关系和性行为的舞台。以此为出发点,我们在本文中接受了一项访谈研究。结果证实游戏是一项活动,参与者的背景可能在很大程度上被忽略。只要参与者可以选择假定的性别,这还包括性别。但是,尽管可以自由选择个人的在线性别(女性或男性),但女性气质和身为女性的感觉却相当僵化。本文探讨了女性职位的自由选择与其固定内容之间的张力,这种张力与计算机游戏的过激性假设有关。

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