“…Cohen, 2001;Van Looy, Courtois, De Vocht, & De Marez, 2012), ideas about identification as a merger of character-self (Klimmt, Hefner, & Vorderer, 2009), and other approaches that emphasize virtual embodiment, such as self-presence, or the sense of the self as present in the avatar's body, emotion, or identity (Ratan, 2012). Indeed, relative presence with other avatars has been shown to indicate a level of attraction or romantic connection between players (Bergstrom, Jenson, de Castell, & Taylor, 2017). As we elaborate below, in much the same way that sentimental literature has been understood to be produced by and for women, video games are still heavily marketed and culturally oriented toward male consumers (Ivory, 2006), with women often serving in secondary roles (T. Lynch, Tompkins, van Driel, & Fritz, 2016;Ratan, Taylor, Hogan, Kennedy, & Williams, 2015) or as little more than salacious ornamentation (H. D. Fisher, 2015).…”