
investiGaming › Tags › Sexuality
Scope Definition: SEXUALITY is about the experience and expression of sex and sexual identity.
Selected Highlights from SEXUALITY tag (scroll down to see the full list of entries with this tag, including links to the entries)
Player Preferences for Sexuality in Avatars/Characters
• A majority of both men and women chose female avatars with exaggerated sexual features and did not consider them abnormal. However, clothes made a big difference. Both men and women preferred female avatars that are dressed modestly and show less skin. Avatars representing negative stereotypes of women were shunned and those representing positive stereotypes were preferred. (Larsson, 2005)
• People found anthropomorphic (human-like) avatars to be more attractive and credible, and were more likely to choose them. Perceptions of avatars were significantly influenced by clear masculinity or femininity. The uncertainty of androgyny was not desirable. Masculine avatars were less attractive than feminine avatars. Most people reported a preference for human avatars that matched their gender. (Nowak, 2005)
• There seem to be various reasons people swap genders in online environments. The phenomenon poses a number of questions. (Suler, 2004)
• The practice of switching genders in online games is not considered deviant within gaming. Swapping or switching genders has become normal in gaming. There are various speculations about why players do it. (MacCallum-Stewart, 2008)
Games and Portrayals of Sexuality
• Two popular games (Final Fantasy and The Sims) implicitly construct sexuality that is heterosexual and presume that the gamer is a heterosexual male. In the author’s opinion, they fail to deny the existence of gay and lesbian characters and this leads to gender and sexual confusion. (Consalvo, 2001)
• The majority of video game players were male. Character representations in video games were geared toward male players. Male characters were mentioned in 76% of the reviews, versus 33% female. Among playable characters, the percentage of male to female was 65% to 22%. More female characters were sexualized (41%) than male characters (4%). (Ivory, 2006)
• Men who played sexually explicit video games were quicker to recognize words with sexual connotations and words describing women as sex objects. They had an increased tendency to engage in sexual harassment. A sexually explicit video game that objectifies women primed men to think about sex, to view women as sex objects and behave inappropriately toward women in social situations. (Yao, 2006)
• Among 489 characters in 60 of the top-selling video games, there were far fewer female characters (70) than male (419). The females were significantly more likely to be partially nude, wearing sexually revealing or inappropriate clothing, and have an unrealistic body. (Downs, 2005)
• Sexual priming (i.e., raised awareness of gender identity) facilitated aggressive behavior in men but not in women. Women who had been sexually primed perceived the ambiguous aggressive behavior of a male as more aggressive after priming. (Mussweiler, 2000)
Games as an Environment to Challenge Norms
• We should further study the process of avatar construction to see whether it challenges societal norms or reinforces them. Avatars in MMOG’s are increasingly more detailed and inherently express identity through an online persona. Walls thinks that players of MMOG’s have the greatest ability to explore and re-construct the dominant culture view of gender, race, and class. (Walls, 2005)
• Video game characters potentially shape players’ perceptions of gender roles through indirect messages. Players learn societal expectations of appearance, behavior, and roles for men and women. In a content analysis of 49 articles in video game magazine articles, male characters were more likely to be heroes and main characters, use more weapons, have more abilities, and be more muscular and powerful. Females were more often supplemental characters, more attractive, sexy, and innocent, and wear more revealing clothing. (Miller, 2007)
• There is increasing evidence of women playing games. The trend in this use of leisure offers potential for using gaming as an activity that can be used to challenge stereotypes of women. (Bryce, 2003)
• In-game marriage among MMO players in China appeared to be a highly visualized, institutionalized, and hetero-normative form of cyber marriage, often occurring between couples already married or dating in real life. (Wu, 2007)
• Feminists have trouble deciding whether the game character Lara Croft is a positive role model for girls or a toy for boys. The game character has been turned into a virtual commodity used to sell products from hardware to cars. She is an entertaining visual spectacle that also disrupts the pleasure of the female viewer. (Kennedy, 2002)
Differences between Male and Female Players
• One in five gamers of an MMORPG preferred socializing online over offline. (Hussain, 2008)
• Significantly more men than women players of an MMORPG found it easier to converse online. (Hussain, 2008)
• Males played MMORPG online nearly 7 times per week compared to females who played 5 times per week. (Hussain, 2008)
• Male players of an MMO (Everquest II) played for achievement whereas female players play for social interaction. (Williams, 2009)
• Male players of an MMO (Everquest II) were more aggressive players, especially within romantic relationships where both partners play. (Williams, 2009)
• Females were 10% of Everquest II (an MMO) players. (Williams, 2009)
• Female players of an MMO (Everquest II) spend more time playing, and played more characters, than male players. (Williams, 2009)
• Most hard-core players of EverQuest II were female. (Osborne, 2008)
• Female players of an MMO (Everquest II) were more than twice as likely to be playing with a romantic partner. (Williams, 2009)
• EverQuest female players were 5 times more likely than the general population to report being bisexual. (Osborne, 2008)
• Female players of an MMO (Everquest II) playing with a romantic partner (62% of female players) have the following characteristics: older, made less money, played more hours per week, exercised more, had lower BMI, had more characters, reported higher relationship quality and enjoyed the game more. (Williams, 2009)
• Female players of an MMO (Everquest II) were healthier than male players or females in the general population. (Williams, 2009)
• Gamers were healthier than the average person, measured by body mass and exercise. . (Osborne, 2008)
• Game playing was an increasingly social activity. (Osborne, 2008)
• Men were more likely to play to win, whereas women were more likely to play for social reasons. (Osborne, 2008)
Industry, the Market, and Sex of Players
• The games industry has approached the female market three ways: hoping women will adapt to existing styles, designing games especially for girls and women, and modifying existing games to make them “transgender.” The second approach – giving girls what they want, such as non-violent activities that build relationships and resolve conflicts – has been highly successful, seen in The Sims and There. Unfortunately, the approach still tends to rely on stereotypes of women. The third approach is attempted in the game Neverwinter Nights. An analysis of Neverwinter Nights found that despite the inclusion of features to add feminine appeal and a rejection of gender difference, it is strongly stereotypical with regard to women and hetero-normative, that is, conforming to a heterosexual view of relationships in the characters, the story and the game environments. (Corneliussen, 2006)
• A team developing computer games was found to have no clear age in mind for their target player, but they were unconsciously targeting males. Designers assumed that female players needed “special” themes, while male players wanted “normal” themes. Game designers said they begin game design by thinking of a plot that is interesting to the player, but they never asked potential players and mainly imagine what players want. (John, 2006)
• The social liberalism expressed in the Sims (acceptance of gay relationships, absence of racial stereotypes, non-sexualized presentation of women) is more an expression of Electronic Arts’ interest in financial success than a conversion of political beliefs. Up to 1980, the traditional market for video games was male, especially young, white, middle-class heterosexual males. Gaming companies targeted non-traditional gamers since the mid-to-late nineties to expand their market. The Sims is an example of design and marketing to appeal to “othered” groups, placing activity in a progressive suburban society, and putting the tools of identity creation into the hands of players. The reason for such inclusion was not so much the adoption of cultural liberalism but pragmatic capitalism. (Curley, 2005)
• The games industry’s most important trade show had an exhibit hall “visually over-saturated” with highly sexualized and flamboyant women there to be used as bait. It was a competition for the attention of male players of action games. Subtle and nuanced games were barely visible. (Jenkins, 2001)
• Women were a key consumer group for mass market entertainment. Women made up 39%, 36.8% and 65.9% respectively of gamers in the U.S., Japan, and Korea. They were only 25% of gamers in Western Europe. The average age of female gamers, 30-35 years, was older than that of male gamers. Women had less time to play but represented a potential €14 billion of disposable income. (Krotoski, 2004)
Aleks Krotoski (2004)
The Entertainment and Leisure Software Publishers Association
Synopsis:
Considers opportunities and challenges facing the industry in appealing to the female gamer.
Keywords:
report, United Kingdom, player demographics, sexuality, violence,
Full Text: Yes | Abstract: Yes | Highlights: Yes
Bryce Jo, Rutter Jason (2002)
DIGRA conference 2002 (
http://www.digra.org/dl/)
Synopsis:
Examines the relationship between gaming and gender.
Keywords:
conference, gender stereotypes, violence, sexuality, avatars, game industry
Full Text: Yes | Abstract: Yes | Highlights: Yes
Consalvo, Mia (2001)
Paper presented at Playing with the Future, Manchester, UK.
Synopsis:
Using a case study approach, the author examines Final Fantasy IX for the Playstation and The Sims for Mac/PC for representations of characters and plot offered, and their gameplay.
Keywords:
conference, United Kingdom, sexuality, femininity, gender stereotypes, case study, Final Fantasy IX, The Sims, gender theories, masculinity
Full Text: Yes | Abstract: Yes | Highlights: Yes
Corneliussen, H. and Mortensen, T. (2006)
Women in Games. Conference Proceedings 2006, University of Abertay Press. ISBN 189979618-5.
Synopsis:
An analysis of the game Neverwinter Nights which was modified in order to appeal to women.
Keywords:
conference, editorial, Neverwinter Nights, avatars, sexuality, gender stereotypes
Full Text: Yes | Abstract: Yes | Highlights: Yes
Curlew, A. B. (2005)
DIGRA conference, Vancouver, Canada
Synopsis:
An analysis of different social groups – female, male, gay, racial or ethnic minority—playing The Sims and how the product is marketed to these groups.
Keywords:
conference, avatars, ethnicity, the sims, gender identity
Full Text: Yes | Abstract: Yes | Highlights: Yes
Downs, E. and Smith, S. (2005)
Paper presented at: The 55th annual conference of the International Association of Communication
Synopsis:
A content analysis of 60 top-selling video games, and 489 characters in them, for gender and hypersexuality.
Keywords:
conference, case study, sexuality, console games, psychology, NPCs, avatars
Full Text: Yes | Abstract: Yes | Highlights: Yes
Downs, Edward and Stacy Smith (2009)
Sex Roles, Online First,
http://www.springerlink.com.proxy2.cl.msu.edu/content/1646t34676837317/?p=16549da27d814aa797fa57186f10f9fb&pi=2
Synopsis:
Content analysis of 60 video games including 489 separate characters, from 2003.
Keywords:
sexuality, academic, journal, content analysis, gender stereotypes
Full Text: No | Abstract: Yes
Hamm, Shaylyn (2009)
Southern Methodist University MA project
Synopsis:
This field review explores the aesthetics of female game characters and different ways that they can be designed.
Keywords:
gender stereotypes, sexuality, NPCs
Full Text: Yes | Abstract: Yes
Helen W. Kennedy (2002)
Game Studies Volume 2, Issue 2 (
http://www.gamestudies.org/)
Synopsis:
A reflection on what to think about Lara Croft as a games character and as a cultural icon if you are a feminist.
Keywords:
academia, journal, avatars, Tomb Raider, sexuality, feminism
Full Text: Yes | Abstract: Yes | Highlights: Yes
Hussain, Zaheer and Mark Griffiths (2008)
CyberPsychology & Behavior. February 1, 2008, 11(1): 47-53. doi:10.1089/cpb.2007.0020.
Synopsis:
An online survey of 119 people (83 males and 32 females), ages 18-69, mostly American (73%) about their behavior playing massively multiplayer online role-playing games (MMOs), especially regarding gender swapping.
Keywords:
survey, journal, MMO, psychology, sexuality, gender identity, avatars
Full Text: Yes | Abstract: Yes | Highlights: Yes
Ivory, James (2006)
MASS COMMUNICATION & SOCIETY, 2006, 9(1), 103–114
Synopsis:
A content analysis of 100 one-to-three-page reviews of popular games in Gamespot Review, looking at representations of characters and gender.
Keywords:
academia, journal, content analysis, sexuality, NPCs, avatars
Full Text: Yes | Abstract: Yes | Highlights: Yes
Jenkins. Henry (2001)
presented at Playing By The Rules: The Cultural Policy Challenges of Video Games, University of Chicago, October,
http://culturalpolicy.uchicago.edu/conf2001/papers/jenkins.html
Synopsis:
Observations from the exhibit hall at the Electronic Entertainment Expo in 2001.
Keywords:
conference, academia, game industry, sexuality
Full Text: Yes | Abstract: Yes | Highlights: Yes
John, Sara (2006)
Gender and Interaction: Real and Virtual Women in a male world (
http://www.informatics.manchester.ac.uk/~antonella/gender/index.htm)
Synopsis:
A team developing computer games was studied for insight into their decisions, especially concerning gender and the creation of avatars.
Keywords:
case study, conference, gender stereotypes, avatars, NPCs, game industry, sexuality, game design, England
Full Text: Yes | Abstract: Yes | Highlights: Yes
Larsson, Anna and Nerén, Carina (2005)
SICS Technical Report T2005:06
Synopsis:
A study of the characteristics of female avatars, stereotypes of women, and how men and women relate to hyper-sexualized avatars.
Keywords:
report, academia, sexuality, avatars, what women want, what men want, gender stereotypes
Full Text: Yes | Abstract: Yes | Highlights: Yes
MacCallum-Stewart, Esther (2008)
Journal for Computer Game Culture. 2 (1), p.27-40
Synopsis:
Observations about the practice of choosing the opposite gender in selection of an avatar in online games.
Keywords:
academia, journal, editorial, gender identity, sexuality
Full Text: Yes | Abstract: Yes | Highlights: Yes
Mikulincer, Mario and Gail Goodman, Eds. (2006)
International Press Publication, Inc.,
http://www.ippbooks.com/store/Dynamics-of-Romantic-Love-Attachment-Caregiving-and-Sex-2006-p-20506.html
Synopsis:
Explorations of romantic love drawing on theories about attachment, interdependence, and self-expansion.
Keywords:
Book, psychology, sexuality
Full Text: Yes | Abstract: Yes
Miller, M.K. and Summers, A. (2007)
Sex Roles, v57, 733-742, 2007
Synopsis:
A content analysis of 49 articles in video game magazines, coding 115 characters, to study gender roles.
Keywords:
journal, avatars, sexuality, gaming culture, fandom, gender stereotypes
Full Text: No | Abstract: Yes | Highlights: Yes
Mussweiler, Thomas and Jens Förster (2000)
Journal of Personality and Social Psychology. Vol 79(4), Oct 2000, pp. 507-520
Synopsis:
Four studies looked at the effects of sexual priming on men and women.
Keywords:
journal, psychology, academia, sexuality, aggression,
Full Text: Yes | Abstract: Yes | Highlights: Yes
Nowak, K. L., and Rauh, C. (2005)
Journal of Computer-Mediated Communication, 11(1), article 8
Synopsis:
A study of 255 people who were asked to evaluate avatars in terms of gender identities and attractiveness.
Keywords:
journal, academia, avatars, sexuality, masculinity, femininity
Full Text: Yes | Abstract: Yes | Highlights: Yes
Osborne, Tamsin (2008)
BBC News, December 23
Synopsis:
Examines gender differences in more than 2,400 EverQuest II players, using survey and in-game data from Sony Online Entertainment.
Keywords:
academia, industry, survey, play data, media-press, player demographics, genre MMO, gaming social context, motivations, sexuality
Full Text: Yes | Abstract: Yes | Highlights: Yes
Suler, J.R. (2004)
In Gender Communication (by A. Kunkel). Kendall/Hunt Publishing,
http://www.rider.edu/~suler/psycyber/genderswap.html
Synopsis:
A speculation as to why men or women swap genders.
Keywords:
case study, gender identity, MMO, psychology, femininity, masculinity, sexuality, gaming culture
Full Text: Yes | Abstract: Yes | Highlights: Yes
Walls, Douglas (2005)
DIGRA conference
Synopsis:
An analysis of the MMOG City of Heroes looked at how players construct the gender identity of their avatars and whether that construction can be seen as a political statement or expression.
Keywords:
conference, MMO, City of Heroes, gender identity, avatars, sexuality
Full Text: No | Abstract: Yes | Highlights: Yes
Williams, Dimitri, Mia Consalvo, Scott Caplan, and Nick Yee (2009)
Journal of Communication
Synopsis:
A survey of 7,129 Everquest II players is combined with in-game observations to examine gender differences in play motivations and lifestyle.
Keywords:
academia, journal, survey, gender theories, gender identity, motivations, gaming social context, genre MMO, sexuality, aggression
Full Text: Yes | Abstract: Yes | Highlights: Yes
Wu, Weihua (2007)
Games and Culture, Vol. 2, No. 1, 59-89
Synopsis:
A study based on observations and interviews with MMO-players in China. The study was to investigate the phenomenon of gender-swapping and in-game marriages as social commentary.
Keywords:
journal, case study, sexuality, avatars, MMO, gender theories, China
Full Text: Yes | Abstract: Yes | Highlights: Yes
Yao, Mike, Mahood, Chad, and Linz, Daniel (2006)
International Communication Association Conference, Germany
Synopsis:
A study of whether playing sexually explicit video games prime men to think about sex and view women as sex objects.
Keywords:
conference, experiment, harassment, gender stereotype, sexuality, psychology
Full Text: Yes | Abstract: Yes | Highlights: Yes