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Volumn 9, Issue 1, 2003, Pages 21-46

Multiple pleasures: Women and online gaming

(1)  Taylor, T L a  

a NONE

Author keywords

[No Author keywords available]

Indexed keywords


EID: 17444427927     PISSN: 13548565     EISSN: 17487382     Source Type: Journal    
DOI: 10.1177/135485650300900103     Document Type: Article
Times cited : (144)

References (71)
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    • Men are from Quake, Women are from Ultima
    • 11 January
    • Emily Laber, 'Men are from Quake, Women are from Ultima,' The New York Times, 11 January 2001
    • (2001) The New York Times
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    • 79954044932 scopus 로고    scopus 로고
    • Video Gaming: Myths and Facts
    • at, (6 April 2002) for more details
    • One interesting comparison is with the numbers of women in the non-online gaming and console market. A recent article by Kathryn Wright cites a 1998 survey putting women at 43 per cent of computer gamers and 35 per cent of console ones. See 'Video Gaming: Myths and Facts,' Womengamers.com (2001) at http://www.womengamers.com/articles/myths.html (6 April 2002) for more details
    • (2001) Womengamers.com
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    • eds. Justine Cassell and Henry Jenkins Cambridge: MIT Press
    • Kaveri Subrahmanyam and Patricia M. Greenfield, 'Computer Games for Girls: What Makes Them Play? ' in From Barbie to Mortal Kombat: Gender and Computer Games, eds. Justine Cassell and Henry Jenkins (Cambridge: MIT Press, 1998)
    • (1998) From Barbie to Mortal Kombat: Gender and Computer Games
    • Subrahmanyam, K.1    Greenfield, P.M.2
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    • An Interview with Heather Kelly
    • eds. Justine Cassell and Henry Jenkins Cambridge: MIT Press
    • Jennifer Glos and Shari Goldin, 'An Interview with Heather Kelly' in From Barbie to Mortal Kombat: Gender and Computer Games, eds. Justine Cassell and Henry Jenkins (Cambridge: MIT Press, 1998)
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  • 10
    • 34547411090 scopus 로고    scopus 로고
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    • (2000) Convergence , vol.6 , Issue.4 , pp. 36-53
    • Schott, G.R.1    Horrell, K.R.2
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    • see http://culturalpolicy.uchicago.edu/conf2001/papers/groppe.html (6 April 2002)
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    • Blue Group Boys Play Incredible Machine, Girls Play Hopscotch: Social Discourse and Gendered Play at the Computer
    • ed. Julian Sefton-Green London: UCL Press
    • Karen Orr Vered, 'Blue Group Boys Play Incredible Machine, Girls Play Hopscotch: Social Discourse and Gendered Play at the Computer' in Digital Diversions: Youth Culture in the Age of Multimedia, ed. Julian Sefton-Green (London: UCL Press, 1998)
    • (1998) Digital Diversions: Youth Culture in the Age of Multimedia
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  • 14
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    • Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences
    • eds. Justine Cassell and Henry Jenkins Cambridge, MA: MIT Press
    • Yasmin B. Kafai, 'Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences' in From Barbie to Mortal Kombat: Gender and Computer Games, eds. Justine Cassell and Henry Jenkins (Cambridge, MA: MIT Press, 1998)
    • (1998) From Barbie to Mortal Kombat: Gender and Computer Games
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    • The ethnography portion of the research (including website visits and informal discussions) began in November 1999 and formal interviews commenced in June 2001. I continue to be actively involved in the game and have written on other aspects of it
    • The ethnography portion of the research (including website visits and informal discussions) began in November 1999 and formal interviews commenced in June 2001. I continue to be actively involved in the game and have written on other aspects of it
  • 16
    • 61049551884 scopus 로고    scopus 로고
    • While these terms may seem odd to those familiar with their sociological meanings, I want to preserve using them as they are within this specific game and the broader gaming community
    • While these terms may seem odd to those familiar with their sociological meanings, I want to preserve using them as they are within this specific game and the broader gaming community
  • 17
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    • Laber, p. 1
    • Laber, p. 1
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    • The Family That Slays Demons Together
    • 15 November
    • for some fascinating statistics on the EverQuest player population. A recent article by James Gorman also recounts the development of families and friends gaming online together ('The Family That Slays Demons Together,' The New York Times, 15 November 2001)
    • (2001) The New York Times
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    • MUDder? I Hardly Know 'Er! Adventures of a Feminist MUDder
    • eds. L. Cherny and E.R. Weise (Seal Press, Toronto
    • For some important critiques on the notion of fluid identities and the nearly utopic possibilities often purported to exist, see Lori Kendall, 'MUDder? I Hardly Know 'Er! Adventures of a Feminist MUDder,' in Wired Women: Gender and New Realities in Cyberspace, eds. L. Cherny and E.R. Weise (Seal Press, Toronto, 1996)
    • (1996) Wired Women: Gender and New Realities in Cyberspace
    • Kendall, L.1
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    • Erasing @race: Going White in the (Inter)Face
    • eds. B. Kolko, L. Nakamura, and G.B. Rodman Routledge, New York
    • Beth Kolko, 'Erasing @race: Going White in the (Inter)Face,' in Race in Cyberspace, eds. B. Kolko, L. Nakamura, and G.B. Rodman (Routledge, New York, 2000)
    • (2000) Race in Cyberspace
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    • When users do branch out onto other servers it is often to play on special ones, such as those that support strict role play or player versus player activity. Game guides (volunteer help) also only act in their formal helper capacity on a server other than their regular one
    • When users do branch out onto other servers it is often to play on special ones, such as those that support strict role play or player versus player activity. Game guides (volunteer help) also only act in their formal helper capacity on a server other than their regular one
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    • Even though you can now customise the face, there is still a limited range, ie five faces to choose from. So, customisation does not preclude the possibility of running into people who look alike
    • Even though you can now customise the face, there is still a limited range, ie five faces to choose from. So, customisation does not preclude the possibility of running into people who look alike
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    • US Department of Education, June at, (2 October 2002). One of the outcomes of this legislation was that it required equal funding to girls athletics programmes
    • US Title IX of the Education Amendments of 1972 'prohibits sex discrimination in federally assisted education programs' (Title IX: Twenty Five Years of Progress, US Department of Education, June 1997 at http://www.ed.gov/ pubs/TitlelX/ (2 October 2002). One of the outcomes of this legislation was that it required equal funding to girls athletics programmes
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    • Voices from the Combat Zone: Game Grrlz Talk Back
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    • See 'Voices from the Combat Zone: Game Grrlz Talk Back,' compiled by Henry Jenkins in From Barbie to Mortal Kombat: Gender and Computer Games, eds. Justine Cassell and Henry Jenkins (Cambridge, MA: MIT Press, 1998) for some fascinating quotes by women actively participating in 'boy game culture'
    • (1998) Compiled by Henry Jenkins in from Barbie to Mortal Kombat: Gender and Computer Games
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    • This user refers here to two different characters she plays, a cleric and a druid
    • This user refers here to two different characters she plays, a cleric and a druid
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    • Intentional Bodies: Virtual Environments and the Designers Who Shape Them
    • forthcoming
    • For more on this subject see T.L. Taylor, 'Intentional Bodies: Virtual Environments and the Designers Who Shape Them,' International Journal of Engineering Education, forthcoming
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    • From personal correspondence with the author, 1 October 2002
    • From personal correspondence with the author, 1 October 2002
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    • These screenshots are taken from the pre-Luclin version of the game. The Luclin expansion included a significant reworking of the game's graphics which completely altered how avatars and objects in the world appeared. Indeed, the graphical revision of the female avatars post-Luclin even more dramatically present hypersexualized forms. A common joke heard after the expansion came out was that the biggest change to the game art was in the amount female avatars' breasts grew
    • These screenshots are taken from the pre-Luclin version of the game. The Luclin expansion included a significant reworking of the game's graphics which completely altered how avatars and objects in the world appeared. Indeed, the graphical revision of the female avatars post-Luclin even more dramatically present hypersexualized forms. A common joke heard after the expansion came out was that the biggest change to the game art was in the amount female avatars' breasts grew
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    • Swords and Bikinis: The Portrayal of Women in EverQuest
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    • (2001) EQWomen.co.uk
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    • Brad McQuaid Interview
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    • This point is actually not seen as unique to women and game designers are aware of the desire of many of their users to have more choices about how they look. As Brad McQuaid notes: 'Players want to be able to configure their character's appearance'. From Trey Walker, 'Brad McQuaid Interview,' GameSpot (14 January 2002) at http://gamespot.com/gamespot/stories/news/0,10870,2838404, 00.html (6 April 2002)
    • (2002) GameSpot
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    • Designer Selves: Construction of Technologically Mediated Identity within Graphical, Multiuser Virtual Environments
    • This is an interesting reversal from the way designers often imagine who their users might be. For more on this subject, see Jerome McDonough, 'Designer Selves: Construction of Technologically Mediated Identity within Graphical, Multiuser Virtual Environments,' Journal of the American Society for Information Science, 50, no. 10 (1999)
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    • Skins, Patches, and Plug-ins: Becoming Women in the New Gaming Culture
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    • Allyson D. Polsky, 'Skins, Patches, and Plug-ins: Becoming Women in the New Gaming Culture,' Genders (Fall 2001), paragraph 10
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    • Rest in Peace, Bill the Bot: Death and Life in Virtual Worlds
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    • Several researchers have begun to explore the ways status systems and hierarchies express themselves in virtual worlds. Sometimes traditional forms reassert themselves but there are also instances where new values emerge, undermining the myth of online life as inherently non-hierarchical. See, for example, Mikael Jakobsson, 'Rest in Peace, Bill the Bot: Death and Life in Virtual Worlds,' in The Social Life of Avatars: Human Interaction in Virtual Worlds, ed. R. Schroeder (London: Springer-Verlag, 2002)
    • (2002) The Social Life of Avatars: Human Interaction in Virtual Worlds
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    • and Elizabeth Reid, 'Hierarchy and Power: Social Control in Cyberspace,' in Communities in Cyberspace, eds. Marc Smith and Peter Kollack (London: Routledge, 1999)
    • (1999) Communities in Cyberspace
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    • Information and Computer Scientists as Moral Philosophers and Social Analysts
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    • For more on the subject of design and values, see Rob Kling, 'Information and Computer Scientists as Moral Philosophers and Social Analysts' in Computerization and Controversy: Value Conflicts and Social Choices (second edition), ed. Rob Kling (San Diego: Academic Press, 1996)
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    • Designer Selves: Construction of Technologically Mediated Identity within Graphical, Multiuser Virtual Environments
    • Jerome P. McDonough, 'Designer Selves: Construction of Technologically Mediated Identity within Graphical, Multiuser Virtual Environments,' Journal of the American Society for Information Science, 50, no. 10 (1999)
    • (1999) Journal of the American Society for Information Science , vol.50 , Issue.10
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    • GDC 2000: Race and Gender in Games
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    • Kathryn Wright, 'GDC 2000: Race and Gender in Games,' Womengamers.com (2001) at http://www.womengamers.com/articles/racegender.html (6 April 2002)
    • (2001) Womengamers.com
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    • Complete Freedom of Movement: Video Games as Gendered Play Spaces
    • eds. Justine Cassell and Henry Jenkins (Cambridge, MA: MIT Press, His suggestion, quite importantly, is also about refiguring how we convince of masculine identity and needs. He continues by saying: 'Boys may need to play in secret gardens or toy towns just as much as girls need to explore adventure islands' (p. 292)
    • Henry Jenkins, '"Complete Freedom of Movement": Video Games as Gendered Play Spaces' in From Barbie to Mortal Kombat: Gender and Computer Games, eds. Justine Cassell and Henry Jenkins (Cambridge, MA: MIT Press, 1998), p. 291. His suggestion, quite importantly, is also about refiguring how we convince of masculine identity and needs. He continues by saying: 'Boys may need to play in secret gardens or toy towns just as much as girls need to explore adventure islands' (p. 292)
    • (1998) From Barbie to Mortal Kombat: Gender and Computer Games , pp. 291
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    • Storytelling as a Nexus of Change in the Relationship between Gender and Technology: A Feminist Approach to Software Design
    • eds. Justine Cassell and Henry Jenkins Cambridge, MA: MIT Press
    • Justine Cassell, 'Storytelling as a Nexus of Change in the Relationship between Gender and Technology: A Feminist Approach to Software Design' in From Barbie to Mortal Kombat: Gender and Computer Games, eds. Justine Cassell and Henry Jenkins (Cambridge, MA: MIT Press, 1998), p. 299
    • (1998) From Barbie to Mortal Kombat: Gender and Computer Games , pp. 299
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