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Women Keep it Real: Avatar Gender Choice in League of Legends

机译:妇女保持真实:《英雄联盟》中的头像性别选择

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摘要

This article examines avatar gender choice within a competitive context in which avatar gender is not equivalent across functions. In data from the game League of Legends (n = 15,392) reflecting 5 million avatar gender choices, women were found to have stronger preferences for avatar gender consistency than men. Furthermore, women tended to choose female avatars at twice the available rate offered by the game, whereas men chose male avatars at a rate approximately the same as the proportion offered. These findings support the argument that women experience more pressure than men do to perform their gender identities overtly, even in competitive games where avatar choice is mostly functional and avatar gender is fixed within specific characters. A practical implication is that by offering a wider range of female avatar and character options, game designers could likely attract greater female audiences without a significant loss of male players.
机译:本文探讨了竞争环境中的化身性别选择,在该竞争环境中化身性别在各个职能部门之间并不相同。英雄联盟(n = 15,392)游戏的数据反映了超过500万个化身性别选择,发现女性对化身性别一致性的偏好高于男性。此外,女性倾向于以游戏提供的两倍的速率选择女性化身,而男性选择男性化身的速率与提供的比例大致相同。这些发现支持了这样的论点,即女性比男性要公开地表现出性别身份要承受更大的压力,即使在竞争游戏中,化身的选择主要是功能性的,化身性别固定在特定角色内。一个实际的含义是,通过提供更多种类的女性化身和角色选择,游戏设计师可以吸引更多的女性观众,而不会造成大量男性玩家的流失。

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