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Virtual gender: How men and women use videogame bodies

机译:虚拟性别:男人和女人如何使用电子游戏机体

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Qualitative and quantitative data reveal that residents of virtual worlds have rich expectations for their in-game bodies (avatars), and that these expectations are important to how players respond to the typically hypersexualized bodies produced for most games. This paper argues that players are not a homogenous group in their response to such sexualization, but rather that while some players object to it, others, both male and female, enjoy it. The sexualization of videogame avatars participates in the social construction of gender norms and this process can disenfranchise players, but it also offers many players opportunities reclaim, subvert, and/or transform gender norms and thereby experience feelings of empowerment. As players have varied responses to the sexualization of videogame bodies, game designers need to provide a wide variety of customization options for both male and female bodies; these need not eliminate those currently offered, but should supplement them with other body types.
机译:定性和定量数据表明,虚拟世界的居民对其游戏中的身体(化身)有着很高的期望,而这些期望对于玩家如何应对大多数游戏生产的典型的性欲过强的身体很重要。本文认为,玩家对这种性别化的反应不是同质的群体,而是当一些玩家反对它时,其他人(无论是男性还是女性)都喜欢它。电子游戏虚拟角色的性别化参与了性别规范的社会建构,此过程可能剥夺了玩家的权利,但它也为许多玩家提供了重新获得,颠覆和/或改变性别规范的机会,从而体验了增强能力的感觉。由于玩家对电子游戏机体的性别化有不同的反应,因此游戏设计师需要为男性和女性机体提供多种定制选项;这些并不需要消除当前提供的那些,而应补充其他类型的身体。

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