2011
DOI: 10.1108/10748121111163878
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Prosocial behaviour in avatar‐mediated interaction: the influence of character gender on material versus emotional help‐giving

Abstract: Purpose-Research on prosocial behaviour shows that help-giving differs between the sexes. Gender role theory posits that males specialise in material aid, while females specialize in emotional support. Today, people increasingly help and support each other via online environments. The purpose of this study is to examine whether the genders of avatars used in online interactions influence help-giving behaviour in similar ways as physical sex does in face-to-face situations. Design/methodology/approach-An empiri… Show more

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Cited by 16 publications
(8 citation statements)
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“…Detached users claimed not to care about their avatar's appearance, and/or marked that they could not customize it themselves (nor bothered to learn how to), and that it did not matter as the people they interacted with knew who they were (behind the screen). Avatar gender and race, which earlier research has shown is an important issue for many users was thus not anything that the users interviewed here discussed or was mentioned in any guidelines from the employers (Angerer, 1999;Banakou & Chorianopoulos, 2010;Ducheneaut et al, 2009;Dumitrica & Gaden, 2009;Dunn & Guadagno, 2012;Groom et al, 2009;Lehdonvirta et al, 2011;Lehdonvirta et al, 2012;Schrier, 2012;Sundén, 2003;Sundén & Svenningson, 2012;Vang & Fox, 2014;Yee et al, 2011).…”
Section: Concluding Discussionmentioning
confidence: 84%
“…Detached users claimed not to care about their avatar's appearance, and/or marked that they could not customize it themselves (nor bothered to learn how to), and that it did not matter as the people they interacted with knew who they were (behind the screen). Avatar gender and race, which earlier research has shown is an important issue for many users was thus not anything that the users interviewed here discussed or was mentioned in any guidelines from the employers (Angerer, 1999;Banakou & Chorianopoulos, 2010;Ducheneaut et al, 2009;Dumitrica & Gaden, 2009;Dunn & Guadagno, 2012;Groom et al, 2009;Lehdonvirta et al, 2011;Lehdonvirta et al, 2012;Schrier, 2012;Sundén, 2003;Sundén & Svenningson, 2012;Vang & Fox, 2014;Yee et al, 2011).…”
Section: Concluding Discussionmentioning
confidence: 84%
“…A The present research considers avatar gender as a binary characteristic, consistent with previous research on games in which gender is an explicit choice between two options (i.e., male/female). [1][2][3] Avatars are taken at face value and are presumed to represent typical associations between sex (e.g., female) and gender (e.g., woman, girl), though we recognize that the term gender may refer to non-binary identity characteristics in other contexts [4][5][6] .…”
Section: Women Keep It Real: Avatar Gender Choice In League Of Legendsmentioning
confidence: 99%
“…In these almost entirely user‐generated environments, individuals are able to modify their avatars as frequently—or infrequently—as desired, emphasizing individual options and preferences. This is particularly important, given that a variety of avatar attributes, including gender and physical attractiveness, have been linked to differential outcomes in terms of social interactions (Lehdonvirta, Lehdonvirta, & Baba, ; Yee & Bailenson, ). In other words, the chosen appearance of one's avatar seems to affect the way he or she engages and interacts with others.…”
Section: Avatars: Embodied Consumers In Cyberspacementioning
confidence: 99%