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Heteronormativity in Virtual World Design : = Character Creation and the Limitations and Opportunities for Playful Expression in World of Warcraft and Amtgard.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Heteronormativity in Virtual World Design :/
Reminder of title:
Character Creation and the Limitations and Opportunities for Playful Expression in World of Warcraft and Amtgard.
Author:
Kirby, Ryan Alexander.
Description:
1 online resource (127 pages)
Notes:
Source: Masters Abstracts International, Volume: 84-03.
Contained By:
Masters Abstracts International84-03.
Subject:
Gender studies. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29393567click for full text (PQDT)
ISBN:
9798351426167
Heteronormativity in Virtual World Design : = Character Creation and the Limitations and Opportunities for Playful Expression in World of Warcraft and Amtgard.
Kirby, Ryan Alexander.
Heteronormativity in Virtual World Design :
Character Creation and the Limitations and Opportunities for Playful Expression in World of Warcraft and Amtgard. - 1 online resource (127 pages)
Source: Masters Abstracts International, Volume: 84-03.
Thesis (M.A.)--Trent University (Canada), 2022.
Includes bibliographical references
The purpose of this research is to highlight the limitations and opportunities for playful expression of gender identity in character creation systems of virtual worlds, and how these might work to reinforce, or disrupt, the heteronormative imperative. The primary sites considered in this analysis are the video game World of Warcraft and the live action role-playing game Amtgard. I provide evidence that while the World of Warcraft's character creation system is sexist and works to reinforce heteronormative ideology, Amtgard's relatively ambiguous design provides opportunity for disruption of these norms. Participant research with Amtgard players demonstrates actual instances of Amtgard's more flexible character creation system being utilized in expression and exploration of gender identity which resists the heteronormative imperative. Based on this, I call on game developers to reject designs which necessitate selection of gender from within the traditional binary and embrace more ambiguous design in development of character creation systems.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798351426167Subjects--Topical Terms:
2122708
Gender studies.
Subjects--Index Terms:
AvatarsIndex Terms--Genre/Form:
542853
Electronic books.
Heteronormativity in Virtual World Design : = Character Creation and the Limitations and Opportunities for Playful Expression in World of Warcraft and Amtgard.
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Character Creation and the Limitations and Opportunities for Playful Expression in World of Warcraft and Amtgard.
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Source: Masters Abstracts International, Volume: 84-03.
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The purpose of this research is to highlight the limitations and opportunities for playful expression of gender identity in character creation systems of virtual worlds, and how these might work to reinforce, or disrupt, the heteronormative imperative. The primary sites considered in this analysis are the video game World of Warcraft and the live action role-playing game Amtgard. I provide evidence that while the World of Warcraft's character creation system is sexist and works to reinforce heteronormative ideology, Amtgard's relatively ambiguous design provides opportunity for disruption of these norms. Participant research with Amtgard players demonstrates actual instances of Amtgard's more flexible character creation system being utilized in expression and exploration of gender identity which resists the heteronormative imperative. Based on this, I call on game developers to reject designs which necessitate selection of gender from within the traditional binary and embrace more ambiguous design in development of character creation systems.
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click for full text (PQDT)
based on 0 review(s)
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