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

被引:8
作者
Linderoth, Jonas [1 ]
Ohrn, Elisabet [2 ]
机构
[1] Univ Gothenburg, Dept Educ Commun & Learning, Box 300, S-40530 Gothenburg, Sweden
[2] Univ Gothenburg, Dept Educ & Special Educ, S-40530 Gothenburg, Sweden
关键词
digital games; online games; gender positions; femininity; transgression; interview study;
D O I
10.1386/jgvw.6.1.33_1
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
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.
引用
收藏
页码:33 / 47
页数:15
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