2015
DOI: 10.1080/14680777.2015.1006652
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Playing With Our Selves

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Cited by 17 publications
(8 citation statements)
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“…Researchers have also focused on understanding gamers and game culture from perspectives not "inside" virtual worlds. For example, studying MMORPG players in a laboratory setting (Bergstrom, Fisher, & Jenson, 2016;Bergstrom, Jenson, Hydomako, & de Castell, 2015;Fisher & Jenson, 2017;Jenson, 2015;Taylor, Jenson, de Castell, & Dilouya, 2014), and through ethnographies of competitive Halo 3 (a first-person shooter) players (Taylor, 2011). Of particular note is T.L.…”
Section: An Epistemological and Historical Theory Of Playmentioning
confidence: 99%
See 1 more Smart Citation
“…Researchers have also focused on understanding gamers and game culture from perspectives not "inside" virtual worlds. For example, studying MMORPG players in a laboratory setting (Bergstrom, Fisher, & Jenson, 2016;Bergstrom, Jenson, Hydomako, & de Castell, 2015;Fisher & Jenson, 2017;Jenson, 2015;Taylor, Jenson, de Castell, & Dilouya, 2014), and through ethnographies of competitive Halo 3 (a first-person shooter) players (Taylor, 2011). Of particular note is T.L.…”
Section: An Epistemological and Historical Theory Of Playmentioning
confidence: 99%
“…More recently the question of gender in games has turned back towards a methodology that works inductively, focusing on geographic communities, and in-person interviews and surveys (Bergstrom, Fisher, & Jenson, 2016;Fisher and Jenson, 2017;Jenson & de Castell, 2010Jenson, 2015). Fisher & Harvey's (2013) use of feminist action research methods to interview and work collaboratively with is a great example of this.…”
Section: An Epistemological and Historical Theory Of Playmentioning
confidence: 99%
“…Similar work, such as Nick Taylor's ( 2011) study of competitive Halo 3 players also stands out as an example of games' research influenced by feminist methodologies, that work in concert with accepted qualitative sociological and social science methods to understand the sociology of games. These studies all come in the wake of Jenson's (2015) and Jenson & de Castell's (2010 work on gender, games, and education, all of which contextualized the gendered qualities of games and technology.…”
Section: An Epistemological and Historical Theory Of Playmentioning
confidence: 99%
“…A number of studies refer to this practice as gender swapping, but this practice would be better understood as sex swapping because the vast majority of games force the player to choose between male or female (Barnett & Coulson, 2010). Avatar sex swapping in games is quite common, with one study reporting 20% of female and 32% of male World of Warcraft players using at least one sex-swapped avatar (Jenson et al, 2015). Qualitative studies that consider gendered avatar identification beyond the behavioral assumptions of sex selection found that even those players who seemingly fit into gendered roles held various reasonings which did not fit with typical assumptions (Hayes, 2007(Hayes, , 2008T.…”
Section: Beyond Binaries Of Sex and Gender: Evolving Work In Literarymentioning
confidence: 99%
“…Research suggests that women tend to build or choose virtual self-representations in ways that closely reflect their gender identification (Ratan, Fordham, Leith, & Williams, 2019). In contrast, men tend to create avatars that stray further from their gender identity (Jenson, Taylor, de Castell, & Dilouya, 2015; Paik & Shi, 2013; Yee, Ducheneaut, Yao, & Nelson, 2011). While the act of avatar creation is influenced by game genre and specific type of player–avatar relationship (Banks, 2015) and is thus largely context dependent, the gendered elements of these choices about avatars have been found across multiple genres.…”
mentioning
confidence: 99%