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An Exploratory Model of Avatar Creation and Identification for Transgender, Nonbinary, and Gender Diverse Video Game Players
An Exploratory Model of Avatar Creation and Identification for Transgender, Nonbinary, and Gender Diverse Video Game Players
상세정보
- 자료유형
- 학위논문 서양
- 최종처리일시
- 20250211151354
- ISBN
- 9798382731230
- DDC
- 305
- 저자명
- Smith, Xan.
- 서명/저자
- An Exploratory Model of Avatar Creation and Identification for Transgender, Nonbinary, and Gender Diverse Video Game Players
- 발행사항
- [Sl] : Indiana University, 2024
- 발행사항
- Ann Arbor : ProQuest Dissertations & Theses, 2024
- 형태사항
- 171 p
- 주기사항
- Source: Dissertations Abstracts International, Volume: 85-11, Section: B.
- 주기사항
- Advisor: Velez, John A.
- 학위논문주기
- Thesis (Ph.D.)--Indiana University, 2024.
- 초록/해제
- 요약One of the unique joys of video games is the ability to create yourself, whether the "you" in this scenario is a version of yourself or a fictional character that you are playing the role of. Due to their allowances, video games provide an opportunity and tool for gender diverse players to explore their gender, escape the real world, have a gender expression that matches their gender identity, and find community. However, previous research on avatar identification and virtual gender expression has primarily excluded gender diverse video game players. In this dissertation, I surveyed 701 gender diverse video game players with a customizable avatar to examine whether these players create avatars that are congruent with their gender, whether this congruency is dependent on the allowances of avatar customization options, and if this avatar "gender match" results in expected improvements of the gaming experience such as increased embodiment, avatar identification, and alleviation of psychological stress. Initial findings indicate that gender diverse players aim to create avatars that express their own gender, and the resulting gender match is crucial for avatar identification and embodiment. However, one's ability to express gender in a virtual setting is reliant on the affordances of the avatar creator and minority stressors. As research on gender expression, mental health, and avatar creation continues to include gender diverse players, consideration should additionally be made towards the external and internal stigma and discrimination facing gender diverse players and how this stigma impacts their experience in the virtual world.
- 일반주제명
- Gender studies
- 일반주제명
- LGBTQ studies
- 일반주제명
- Mental health
- 일반주제명
- Film studies
- 키워드
- Avatars
- 키워드
- Gender diverse
- 키워드
- Gender identity
- 키워드
- Transgender
- 키워드
- Video games
- 기타저자
- Indiana University The Media School
- 기본자료저록
- Dissertations Abstracts International. 85-11B.
- 전자적 위치 및 접속
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■007cr#unu||||||||
■020 ▼a9798382731230
■035 ▼a(MiAaPQ)AAI31243606
■040 ▼aMiAaPQ▼cMiAaPQ
■0820 ▼a305
■1001 ▼aSmith, Xan.▼0(orcid)0009-0007-7716-8046
■24513▼aAn Exploratory Model of Avatar Creation and Identification for Transgender, Nonbinary, and Gender Diverse Video Game Players
■260 ▼a[Sl]▼bIndiana University▼c2024
■260 1▼aAnn Arbor▼bProQuest Dissertations & Theses▼c2024
■300 ▼a171 p
■500 ▼aSource: Dissertations Abstracts International, Volume: 85-11, Section: B.
■500 ▼aAdvisor: Velez, John A.
■5021 ▼aThesis (Ph.D.)--Indiana University, 2024.
■520 ▼aOne of the unique joys of video games is the ability to create yourself, whether the "you" in this scenario is a version of yourself or a fictional character that you are playing the role of. Due to their allowances, video games provide an opportunity and tool for gender diverse players to explore their gender, escape the real world, have a gender expression that matches their gender identity, and find community. However, previous research on avatar identification and virtual gender expression has primarily excluded gender diverse video game players. In this dissertation, I surveyed 701 gender diverse video game players with a customizable avatar to examine whether these players create avatars that are congruent with their gender, whether this congruency is dependent on the allowances of avatar customization options, and if this avatar "gender match" results in expected improvements of the gaming experience such as increased embodiment, avatar identification, and alleviation of psychological stress. Initial findings indicate that gender diverse players aim to create avatars that express their own gender, and the resulting gender match is crucial for avatar identification and embodiment. However, one's ability to express gender in a virtual setting is reliant on the affordances of the avatar creator and minority stressors. As research on gender expression, mental health, and avatar creation continues to include gender diverse players, consideration should additionally be made towards the external and internal stigma and discrimination facing gender diverse players and how this stigma impacts their experience in the virtual world.
■590 ▼aSchool code: 0093.
■650 4▼aGender studies
■650 4▼aLGBTQ studies
■650 4▼aMental health
■650 4▼aFilm studies
■653 ▼aAvatars
■653 ▼aGender expression
■653 ▼aGender diverse
■653 ▼aGender identity
■653 ▼aTransgender
■653 ▼aVideo games
■690 ▼a0733
■690 ▼a0492
■690 ▼a0900
■690 ▼a0347
■71020▼aIndiana University▼bThe Media School.
■7730 ▼tDissertations Abstracts International▼g85-11B.
■790 ▼a0093
■791 ▼aPh.D.
■792 ▼a2024
■793 ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17161424▼nKERIS▼z이 자료의 원문은 한국교육학술정보원에서 제공합니다.


