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Gender swapping and user behaviors in online social games

Jing-Kai Lou, Kunwoo Park, Meeyoung Cha, Juyong Park, Chin-Laung Lei, Kuan-Ta Chen
2013 Proceedings of the 22nd international conference on World Wide Web - WWW '13  
We report the behavioral patterns observed in players of Fairyland Online, a globally serviced MMORPG, during social interactions when playing as in-game avatars of their own real gender or genderswapped  ...  We also discuss the effect of gender role and self-image in virtual social situations and the potential of our study for improving MMORPG quality and detecting online identity frauds.  ...  ., especially Philip Chang and Samuel Kuo, for providing the data and the anonymous reviewers for their valuable comments. This work was supported by the National Science Council of Tai  ... 
doi:10.1145/2488388.2488460 dblp:conf/www/LouPCPLC13 fatcat:axaywvtiv5fhjhanh3c5wdj6wi

Why Do Women Pretend to Be Men? Female Gender Swapping in Online Games

Liling Zhou, Ning Han, Zeran Xu, Corlyn Brian, Siraj Hussain
2022 Frontiers in Psychology  
This research explored the influencing factors of gender swapping among female players in online games and their impact on online gaming behavior.  ...  Female players with a higher degree of gender swapping showed a stronger aggressiveness and dominant "hyper-masculinity" behavior tendency in the game.  ...  ACKNOWLEDGMENTS We would like to thank the reviewers and editor for their invaluable comments and suggestions in improving this article.  ... 
doi:10.3389/fpsyg.2022.810954 fatcat:754ay6g4f5hfnkkntdrgh3jxmy

Beyond Virtual Carnival and Masquerade

Weihua Wu, Steve Fore, Xiying Wang, Petula Sik Ying Ho
2007 Games and Culture : A Journal of Interactive Media  
, and heteronormative form of cyber marriage, by exploring the game players' gender performativity, especially the gender swapping of male gamers.  ...  This article documents the brief history of cyber marriage on the Chinese Internet and shows how in-game marriage, with its game codes and marriage regulations, turns out to be the most visualized, institutionalized  ...  Gender swapping is one of the most debated issues in online gaming, although it somehow allows players' access to gender identities that are often socially prohibited or illegitimate offline for most Chinese  ... 
doi:10.1177/1555412006296248 fatcat:yz6be62ljjemli43bucuiz62ze

Page 73 of Psychological Abstracts Vol. 92, Issue 1 [page]

2005 Psychological Abstracts  
they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sac- rifice (if anything) to play the game.  ...  Therefore, an online questionnaire sur- vey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, mar- ital status  ... 

More than addiction: Examining the role of anonymity, endless narrative, and socialization in prolonged gaming and instant messaging practices

Kishonna Gray, Wanju Huang
2015 Journal of Comparative Research in Anthropology and Sociology  
By employing narrative interviews and virtual observations, the researchers examine two different cultural, racial and age groups' user experience within console and computer-based multiplayer environments  ...  socialization.  ...  players who are socially-oriented and maintain good relationships with other players in games (44.8%); and (3) off-Real world players who are anti-social and have more aggressive behaviors in games (26.9%  ... 
doaj:37b1ccdde06f4a2bbaf1fc93bf360e57 fatcat:yf4ueepnzrefre3jlmqgionhjy

Acquisition, Development, and Maintenance of Online Poker Playing in a Student Sample

Richard T.A. Wood, Mark D. Griffiths, Jonathan Parke
2007 CyberPsychology & Behavior  
Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.  ...  To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker.  ...  Similarly, the finding that PGs were more likely to swap gender whilst playing could also add to increased feelings of control over the game, at least for male gamblers who reported gender swapping as  ... 
doi:10.1089/cpb.2006.9944 pmid:17594259 fatcat:otzk75ajsvfhriq3tuhwpqsnoe

How women organize social networks different from men

Michael Szell, Stefan Thurner
2013 Scientific Reports  
Here we study gender-specific differences of a multiplex network from a complete behavioral dataset of an online-game society of about 300,000 players.  ...  These results confirm quantitatively that females and males manage their social networks in substantially different ways.  ...  We thank Benedikt Fuchs for assistance in data analysis, and Bernat Corominas-Murtra for stimulating discussions.  ... 
doi:10.1038/srep01214 pmid:23393616 pmcid:PMC3566601 fatcat:zyvfdm567fgabmjovxhpnrnagi

I am (not) my avatar: A review of the user-avatar relationships in Massively Multiplayer Online Worlds

Federica Sibilla, Tiziana Mancini
2018 Cyberpsychology: Journal of Psychosocial Research on Cyberpspace  
Literature currently presents many studies on the self in the context of Massively Multiplayer Online Worlds, many of which have explored both the self of the user (offline self) and the avatar (online  ...  of exploring how these kinds of relationship are related to other psychological variables, e.g. game addiction.  ...  'Computers in Human Behavior', 'CyberPsychology and Behavior', 'Cyberpsychology, Behavior and Social Networking', 'Cyberpsychology: Journal of Psychosocial Research on Cyberspace', 'Games and Culture'.  ... 
doi:10.5817/cp2018-3-4 fatcat:kuypy7ferjf2xo6ejj67xdjusq

"I Will Own You"

Carol Stabile
2013 Television & New Media  
Although most massively multiplayer online games (MMOs) remain entrenched in a binary system of gendered avatars, the limited representational framework of avatar creation is only one among many different  ...  Full of nerdy references to popular culture, the thread combined the title of the 1999 film Girl, Interrupted, with a reference to the command-/ignore-used in the massively multiplayer online game (MMO  ...  Acknowledgments Thanks to the editors of this issue and the reviewers for their comments and guidance.  ... 
doi:10.1177/1527476413488457 fatcat:jz5wo4aa7fbmhbwyhnlz6e23ai

The effects of Avatars' Gender and Appearance on Social Behavior in Online 3D Virtual Worlds

Domna Banakou, Konstantinos Chorianopoulos
2010 Journal of Virtual Worlds Research  
In particular, we study gender and appearance differences in social communication preferences and behavior in virtual public spaces.  ...  We found that users with more elaborate avatars had a higher success rate in their social encounters, than those users with the default avatars.  ...  ' Previous research has considered several aspects of gender differences in online social behavior.  ... 
doi:10.4101/jvwr.v2i5.779 fatcat:7rsyfgkeajdevngtrugyp6ndpi

Breaking the Stereotype: The Case of Online Gaming

Mark D. Griffiths, Mark N.O. Davies, Darren Chappell
2003 CyberPsychology & Behavior  
The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer.  ...  Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites.  ...  of particular game playing behaviors (e.g., gender swapping, role playing).  ... 
doi:10.1089/109493103321167992 pmid:12650566 fatcat:a2zypz5pjrbifm57facicgplfu

Demographic Factors and Playing Variables in Online Computer Gaming

Mark D. Griffiths, Mark N.O. Davies, Darren Chappell
2004 CyberPsychology & Behavior  
had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game.  ...  For many players, the social aspects of the game were the most important factor in playing.  ...  In relation to gender roles, players were asked about gender swapping (i.e., had they ever swapped the gender of their character while playing the game).  ... 
doi:10.1089/cpb.2004.7.479 pmid:15331036 fatcat:hf2gaeceyvemvfrkwra5hynley

Modeling Paying Behavior in Game Social Networks

Zhanpeng Fang, Xinyu Zhou, Jie Tang, Wei Shao, A.C.M. Fong, Longjun Sun, Ying Ding, Ling Zhou, Jarder Luo
2014 Proceedings of the 23rd ACM International Conference on Conference on Information and Knowledge Management - CIKM '14  
In particular, we examine how users' paying behavior influences each other in the game social network.  ...  One core problem in online game is to find and convert free users into paying customers, which is of great importance for the sustainable development of almost all online games.  ...  In practice, users' play patterns and social activities in the game are strongly affected by their paying status. In this paper, we try to systematically study users' paying behavior in online game.  ... 
doi:10.1145/2661829.2662024 dblp:conf/cikm/FangZTSFSDZL14 fatcat:deiz673annhtxglgkzodidltwu

How Gamification Affects Physical Activity

Ali Shameli, Tim Althoff, Amin Saberi, Jure Leskovec
2017 Proceedings of the 26th International Conference on World Wide Web Companion - WWW '17 Companion  
Gamification represents an effective way to incentivize user behavior across a number of computing applications.  ...  However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how gamification and in particular competitions shape human physical activity.  ...  This research has been supported in part by NSF IIS-1149837, NIH BD2K Mobilize Center, ARO MURI, DARPA SIMPLEX and NGS2, Stanford Data Science Initiative, Lightspeed, SAP, Chan Zuckerberg Biohub, and Tencent  ... 
doi:10.1145/3041021.3054172 pmid:28990011 pmcid:PMC5627651 dblp:conf/www/ShameliASL17 fatcat:vgrapg57rfcafgh3dsykx7dhru

Pink and Blue Pixel$: Gender and Economic Disparity in Two Massive Online Games

Vili Lehdonvirta, Rabindra A. Ratan, Tracy L. M. Kennedy, Dmitri Williams
2014 The Information Society  
Analyzing big data sets from two major game economies, we find that player gender and character gender influence virtual wealth in different ways in different games.  ...  Information and communication technologies are blurring the boundaries between work and play. We present the first empirical investigation of gender gaps in virtual game economies.  ...  ACKNOWLEDGEMENTS The authors thank Tuukka Lehtiniemi for inspiration and Juliet Webster for her useful comments on an earlier version of this article.  ... 
doi:10.1080/01972243.2014.915277 fatcat:7o6bbd5qmnbcddovz3ffcml5ym
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