Gender and virtual body in video games
The relevance of the research topic is due to the fact that video games, as a significant phenomenon of modern culture, represent existing gender models of behavior and stereotypes, and also create a special space for experimentation and transformation of gender identity, construction of virtual body. On the one hand, video games are an extension of our physical body. So the player, using motion controllers or VR technologies, can feel his spatial presence in the virtual world and interact with objects. On the other hand, video games provide the opportunity to construct a different, “virtual” body. The article examines a range of issues devoted to the interconnection between gender and virtual body in video games. How do players experience and become aware of their virtual body? How does this affect their gender identity? Conversely, how does a player's gender influence how they design an avatar? How free is the player to choose gender and virtual body? Virtual body is broadly understood as: firstly, it is a digital representation of oneself, a constructed virtual image, an avatar/character, its signs-symbolic content; secondly, this is the feeling of presence in a virtual space-body, most fully created with the help of VR or other immersive technologies; thirdly, it is interaction with objects, communication with characters or other people in virtual space, a sense of agency, autonomy and competence. The following conclusions were made: firstly, video games, being a phenomenon of postnon-classical culture, reflect the complexity, multi-layered and non-linearity of the modern world, including the constant variability and fluidity of identity; secondly, the player’s gender identity largely influences his construction of virtual body due to the fact that many people identify themselves with the created avatar and put into it traits and characteristics similar to themselves; thirdly, players’ experience of their virtual body affects their sense of self, behavior and interaction with other people due to the “Proteus effect”; fourthly, video games create opportunities for experimenting with gender identity in accordance with the concept of “the body without organs” by J. Deleuze. Thus, video games are understood as a post-non-classical cultural phenomenon that opens up possibilities for moving beyond the binary gender system through the creation of an ever-changing identity. The author declare no conflicts of interests.
Keywords
gender,
video game,
body,
gender identity,
avatar,
virtual body,
game studies,
gender studiesAuthors
Galanina Ekaterina V. | Tomsk Polytechnic University | galanina@tpu.ru |
Всего: 1
References
Галанина Е.В., Шаев Ю.М. Видеоигры в контексте постнеклассической культуры // Векторы благополучия: экономика и социум. 2020. № 1 (36). С. 22-35.
Маклюэн М. Понимание медиа: Внешние расширения человека. Москва ; Жуковский : КАНОН-пресс-Ц : Кучково поле, 2003. 464 с.
Фадеева Т.Е. Телесность в парадигме трансгуманизма и постфордизма // Артикульт. 2019. № 2 (34). С. 6-17.
Самойлова Е.О., Шаев Ю.М. Тело и телесность в контексте визуальных практик постинформационного общества // Общество: философия, история, культура. 2019. № 1 (57). С. 35-40.
Сколота З.Н. Эстетика «новой телесности» в виртуальном пространстве // Международный научно-исследовательский журнал. 2012. № 6 (6). URL: https://research-journal.org/archive/7-6-2012-november/estetika-novoj-telesnosti-v-virtualnom-prostranstve (дата обращения: 16.10.2023).
Чукуров А.Ю. Дигитальная телесность в контексте популярной культуры // Вестник Томского государственного университета. Культурология и искусствоведение. 2020. № 39. С. 144-154.
Сильченко В.Ю. Противопоставление самопрезентации и анонимности как аспектов телесности homo virtualis // NOMOTHETIKA: Философия. Социология. Право. 2022. Т. 47, № 2. С. 394-398.
Черных О.Н. Вещь и телесность в виртуальной среде // Studia Culturae. 2017. № 3(33). С. 148-155.
Fox J., Ahn S.J. Avatars: Portraying, exploring, and changing online and offline identities // Handbook of research on technoself: Identity in a technological society / ed. Luppicini R. Information Science Reference/IGI Global. 2013. P. 255-271.
Vasalou A., Joinson A.N. Me, myself and I: The role of interactional context on self-presentation through avatars // Computers in Human Behavior. 2009. № 25 (2). P. 510-520.
Martey R.M., Stromer-Galley J., Banks J., Wu J., Consalvo M. The strategic female: gender-switching and player behavior in online games // Information, Communication, Society. 2014. № 17 (3). P. 286-300.
Sabine T., Reinecke L., Behr K.-M. Creating Virtual Alter Egos or Superheroines? Gamers' Strategies of Avatar Creation in T erms of Gender and Sex // International Journal of Gaming Computer Mediated Simulations. 2009. № 1. P. 52-76.
McArthur V. Making Mii: Studying the effects of methodological approaches and gaming contexts on avatar customization // Behaviour & Information Technology. 2019. № 38 (3). P. 230-243.
Triberti S., Durosini I., Aschieri F., Villani D., Riva G. Changing avatars, changing selves? The influence of social and contextual expectations on digital rendition of identity // Cyberpsychology, Behavior, and Social Networking. 2017. № 20 (8). P. 501-507.
Cacioli J.-P., Mussap A.J. Avatar body dimensions and men's body image // Body Image. 2014. № 11 (2). P. 146-155.
Paik P.C., Chungkon S. Playful gender swapping: user attitudes toward gender in MMORPG avatar customization // Digital Creativity. 2013. № 24. P. 310-326.
Воронина О.А. Виртуальное тело и нормативный гендер в киберпространстве // Человек. 2016. № 2. С. 5-14.
Szolin K., Kuss D.J., Nuyens F.M., Griffiths M.D. Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect // Human-Computer Interaction. 2023. № 38 (5-6). P. 374-399.
Pena J., Khan S., Alexopoulos C. I am what I see: How avatar and opponent agent body size affects physical activity among men playing exergames. // Journal of Computer-Mediated Communication. 2016. № 21 (3). P. 195-209.
Yee N., Bailenson J.N., Ducheneaut N. The Proteus effect: Implications of transformed digital self-representation on online and offline behavior // Communication Research. 2009. № 36 (2). P. 285-312.
Yee N., Ducheneaut N., Yao M, Nelson L. Do men heal more when in drag? Conflicting identity cues between user and avatar // In Proceedings of the SIGCHI conference on Human factors in computing systems. New York : ACM Press, 2011. P. 773-776.
Pena J., Hernandez Perez J.F., Khan S., Cano Gomez A.P. Game perspective-taking effects on players’ behavioral intention, attitudes, subjective norms, and self-efficacy to help immigrants: The case of “Papers, please” // Cyberpsychology, Behavior, and Social Networking. 2018. № 21 (11). P. 687-693.
Vandenbosch L., Driesmans K., Trekels J., Eggermont S. Sexualized video game avatars and self-objectification in adolescents: The role of gender congruency and activation frequency // Media Psychology. 2017. № 20 (2). P. 221-239.
Шувалова М.А., Юмартов Д.А. Автономность и номадический релятивизм цифровой идентичности // Искусственные общества. 2021. T. 16, вып. 4. URL: https://artsoc.jes.su/s207751800017576-2-1/(дата обращения: 16.10.2023).
Делез Ж., Гваттари Ф. Анти-Эдип: Капитализм и шизофрения. Екатеринбург : У-Фактория, 2007. 672 с.
Плахов А.С. Препарируя «тело без органов» // Философская мысль: рецепция и интерпретация. 2014. № 10. С. 84-98.
Baldwin K. Virtual Avatars: Trans Experiences of Ideal Selves Through Gaming Markets // Globalization & Development Review. 2018. № 3 (3). Article 4. URL: https://digitalcommons.uri.edu/mgdr/vol3/iss3/4/(accessed: 16.10.2023).
Goffman E. The presentation of self in everyday life. Garden City. New York : Doubleday, 1959. 272 p.
Салин А.С., Галанина Е.В. Миссия выполнена: насколько свободен геймер в виртуальном мире видеоигры? // Контекст и рефлексия: философия о мире и человеке. 2016. Т. 5, № 5А. С. 160-177.
Шаев Ю.М. От целого к части и обратно: герменевтика гендера в компьютерных играх // Общество: философия, история, культура. 2022. № 12 (104). С. 105-111.