Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games

Players in online games frequently choose the opposite gender when they select an avatar. Previously, this has been attributed to a player's unconscious sexual anxieties and the need to experiment through the anonymous location of the avatar. However, this paper argues that the development of c...

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Bibliographic Details
Main Author: Esther MacCallum-Stewart
Format: Article
Language:English
Published: Septentrio Academic Publishing 2008-02-01
Series:Eludamos
Online Access:https://septentrio.uit.no/index.php/eludamos/article/view/5970
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author Esther MacCallum-Stewart
author_facet Esther MacCallum-Stewart
author_sort Esther MacCallum-Stewart
collection DOAJ
description Players in online games frequently choose the opposite gender when they select an avatar. Previously, this has been attributed to a player's unconscious sexual anxieties and the need to experiment through the anonymous location of the avatar. However, this paper argues that the development of choice in games, where players have frequently selected the female form for ludic reasons, means that this choice has become normalised through a historical process. The avatar is frequently considered as a tool, with gender regarded as a freely admitted aesthetic pleasure. The player does not see this as a site of tension, or seeks to absolve this tension publicly as an act of appropriation typical to Jenkins¹ textual poachers. Overall, the act of gender switching is not considered deviant within gaming; more, it is embraced as a common practise with historical precedents to support it.
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spelling doaj.art-e684717981f741b3bec1c3d7a3c2a3a32024-02-03T14:58:31ZengSeptentrio Academic PublishingEludamos1866-61242008-02-012110.7557/23.5970Real Boys Carry Girly Epics: Normalising Gender Bending in Online GamesEsther MacCallum-StewartPlayers in online games frequently choose the opposite gender when they select an avatar. Previously, this has been attributed to a player's unconscious sexual anxieties and the need to experiment through the anonymous location of the avatar. However, this paper argues that the development of choice in games, where players have frequently selected the female form for ludic reasons, means that this choice has become normalised through a historical process. The avatar is frequently considered as a tool, with gender regarded as a freely admitted aesthetic pleasure. The player does not see this as a site of tension, or seeks to absolve this tension publicly as an act of appropriation typical to Jenkins¹ textual poachers. Overall, the act of gender switching is not considered deviant within gaming; more, it is embraced as a common practise with historical precedents to support it.https://septentrio.uit.no/index.php/eludamos/article/view/5970
spellingShingle Esther MacCallum-Stewart
Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games
Eludamos
title Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games
title_full Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games
title_fullStr Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games
title_full_unstemmed Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games
title_short Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games
title_sort real boys carry girly epics normalising gender bending in online games
url https://septentrio.uit.no/index.php/eludamos/article/view/5970
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