• Title/Summary/Keyword: Gender Swapping

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An Exercise to Explore Avatar Customization and Gender Swapping (게임 유저의 아바타 성별 선택의 측도(測度)에 관한 연구)

  • Scheck, Katherine;Lee, Dong Yeop;Kyung, Byung Pyo;Ryu, Seuc Ho;Lee, Dong Lyeor;Lee, Wan Bok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.63-72
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    • 2015
  • Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.

Study on Player Attitudes Regarding Gender in the MMORPG Customization Process (MMORPG 커스터마이징에서 젠더에 대한 플레이어 태도 연구)

  • Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.91-101
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    • 2012
  • The avatar gender, the basic element that constitutes the identity of the MMORPG player, can be created by the player due to the nature of the game through the system provided within the game. Thus, players exhibit a different attitude from reality regarding avatar gender. Gender customization in virtual space is an expansion of the identity in an effort to express one's identity in various ways. A number of users manage avatars with the opposite gender where it was found that male players preferred the female avatar persona. In this study, the player attitudes regarding gender was analyzed using Q methodology and the motivational factors for gender swapping and the generalization phenomenon was determined. This study will be significant as critical standards in the usability evaluation of the MMORPG customization system.

Effects of High School Student' Educational Experience and Expected Benefits on the Participation Intention of Collaborative Consumption (고등학생의 협력적 소비에 대한 교육경험과 기대 혜택이 참여 의도에 미치는 영향)

  • Jung, Joowon;Choi, Kyoungsook
    • Human Ecology Research
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    • v.55 no.4
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    • pp.351-362
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    • 2017
  • Collaborative consumption (CC) occurs in organized systems or networks in which participants conduct sharing activities in the form of renting, lending, trading, bartering, and swapping of goods, services, transportation solutions, space, or money. Information and communications technologies (ICTs) that have emerged with CC. CC is expected to alleviate social problems such as hyper-consumption, pollution, and poverty by lowering the cost of economic coordination. In this study, we investigate the influence of educational experience and expected benefits of CC participation (intended to using and providing CC) of Adolescent Consumers. The subjects for the study were 418 high school students. Data was analyzed through frequency analysis, mean, standard deviation, t-test, ANOVA, Pearson's correlation, and hierarchical multiple regression analysis using SPSS Win 21.0. The results of this study are as follows. First, the significant positive relationship found between CC participants (intent to use and provide CC), educational experience (home education, school education, and mass media) and expected benefits (social benefit, economic benefit, enjoyment, community effect, and reputation). Second, enjoyment, mass media, reputation, social benefit, home education and school education values were variables that influenced the using participation intention for CC. Third, the major variables influencing the providing participation intention CC were home education, enjoyment, gender, community effect, and mass media values.