John L. McKenna, Yu-Chi Wang, Coleen R. Williams, Kerry McGregor, Elizabeth R. Boskey
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“You can’t be deadnamed in a video game”: Transgender and gender diverse adolescents’ use of video game avatar creation for gender-affirmation and exploration
Abstract
Transgender and gender diverse (TGD) adolescents experience mental health challenges at higher rates than cisgender peers due to a combination of minority stress and gender dysphoria. Many TGD youth use video games to cope with stress and access informal networks of support. However, very little is known about the potential positive influence avatar customization has for this group of youth. To address this gap in the literature, in-depth, semi-structured qualitative interviews were conducted with ten TGD adolescents about their experiences with avatar customization. Thematic analysis revealed four primary themes including that (1) video game avatar customization offers a low stakes environment for gender exploration, (2) avatars offer both internal and external validation of gender identity and transition goals, (3) avatars allow players to enact aspirational appearance goals, and (4) video games and avatars offer immersion and escapism for TGD adolescents. These novel findings underscore the range of positive impacts avatar customization can have for TGD adolescents, particularly for youth with gender dysphoria. Video game avatar customization can be a key part of the gender exploration and affirmation for some TGD adolescents.
期刊介绍:
The Journal of LGBT Youth is the interdisciplinary forum dedicated to improving the quality of life for lesbian, gay, bisexual, transgender, and questioning youth. This quarterly journal presents peer-reviewed scholarly articles, practitioner-based essays, policy analyses, and revealing narratives from young people. This invaluable resource is committed to advancing knowledge about, and support of, LGBT youth. The wide-ranging topics include formal and non-formal education; family; peer culture; the media, arts, and entertainment industry; religious institutions and youth organizations; health care; and the workplace.