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首页> 外文期刊>International journal of sociotechnology and knowledge development >Constructing and Deconstructing Gender in Second Life
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Constructing and Deconstructing Gender in Second Life

机译:第二人生中性别的建构与解构

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摘要

Digital games are cultural representations that convey the gender system. The narratives of gender that have shaped the gaming industry since the 1980s were influenced by gender stereotypes. The representation of the female, although based on stereotypes, has evolved hand in hand with the representation of women in other media. But what happens when players are given the opportunity to develop their digital representatives? Virtual worlds are among the online games that allow a higher degree of personalization of the avatar and, in order to contribute to a better understanding of how gender identities are being performed within these environments, this paper will present a case study of Second Life. A qualitative methodology was used based on netnographic research. The data collection methods included participant observation and auto-netnography. The researchers would like to propose that to examine how gender is represented in games that enable the creation of the avatar allows to deepen the analysis on the relationship that has been established between gender and digital games.
机译:数字游戏是传达性别体系的文化表征。自1980年代以来,塑造游戏行业的性别叙事受到性别刻板印象的影响。女性的代表制虽然基于刻板印象,但在其他媒体中却与女性的代表制一起发展。但是,当玩家有机会发展其数字代表时会发生什么?虚拟世界是允许对化身进行更高程度个性化的在线游戏之一,并且为了有助于更好地了解在这些环境中如何执行性别认同,本文将提供“第二人生”的案例研究。使用基于民族志研究的定性方法。数据收集方法包括参与者观察和自传。研究人员想提出,研究性别在能够创建头像的游戏中是如何表示的,可以加深对性别与数字游戏之间已建立关系的分析。

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