“我不希望我的角色是一个仙女公主”:女性玩家角色选择的定性描述

Robyn Ford, Jennifer C. Cole
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摘要

我们现在可以轻松地创建数字自我,这意味着视频游戏等虚拟环境可以成为实验替代身份的游乐场。大量的实验研究都在探讨是什么决定了我们的虚拟自我(化身)的外观和影响,但相对较少的研究使用定性方法来详细解决这个问题。也很少有专门针对女性玩家以及她们如何体验角色选择的研究,考虑到她们在公共游戏空间中可能面临的敌对环境,这一点尤为重要。目前的研究旨在通过半结构化的游戏访谈来检验女性玩家的角色决策,参与者在一款流行的动作冒险游戏中创建角色时接受采访。采用归纳主题分析法对数据进行分析,提取出三个主题。受访女性表示,由于没有选择,也没有动力避免网上骚扰,她们不得不“假扮男性”,这让她们感到沮丧。然而,在讨论可以自由定制自己角色的环境时,参与者都遵守了女性的规范,以避免成为“大女孩”,同时拒绝传统的女性化外表,以避免成为“刻板印象”。调查结果显示,尽管女性玩家使用角色扮演他人,但她们的选择往往受到以男性为中心的游戏环境的限制,而这种环境的反应包括在角色选择中避开女性特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
‘I don’t want my character to be a fairy princess’: Qualitative accounts of women gamers’ avatar choices
The ease with which we can now create digital selves means that virtual environments such as video games can be playgrounds for experimenting with alternative identities. Extensive experimental research exists examining what determines our virtual selves’ (avatar’s) appearance and impact, but relatively few studies addresses this in detail using qualitative methods. There is also very little research which focuses specifically on female gamers and how they may experience avatar choices, which is especially important given the hostile environment they may face in public gaming spaces. The present study aimed to examine avatar decisions of women gamers with the use of semi-structured gaming interviews, where participants were interviewed while creating an avatar in a popular action adventure game. The data were analysed using inductive thematic analysis and three themes were extracted. The women interviewed expressed frustration having to ‘pretend to be a guy’ due to lack of choice and motivation to avoid harassment online. However, when discussing environments where they were free to customise their character, participants both adhered to prescriptive norms for women to avoid being a ‘bigger girl’, while rejecting traditionally feminine appearance to avoid being ‘a stereotype’. Findings show that despite using avatars to be someone else, the women were often constrained in their choices by the male-centric context of gaming, and reactions to this context which involved eschewing femininity in their avatar choices.
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