My next article deals with game playing online, particularly the differences in attitudes towards playing MMORPGs (Massively Multi-player Online Role Playing Games) of adult and adolescent gamers. Results showed that adults were more likely to play as a different gender then were the adolescent players.
My criticism of this would be that rather than the game being completely interactive as the article suggests, perhaps it shows more signs of interpassitivity, that is, the enhanced freedom to choose rather than the freedom to create. In this way, the game is rather a combination of choices than a complete blank slate, and maybe choosing to be a character of the opposite gender is just a representation of this, rather than an indication of the psyche of the player who chooses to do so. I am not familiar with the game but maybe a female character has a set of characteristics which would be beneficial to the game and the same may be true of female players who chose to play as males?
Article: Griffiths M.D. et al. (2004) “Online Computer Gaming: A Comparison of Adolescent and Adult Gamers” Journal of Adolescence, Vol. 27 (Issue 1), P.87-96
Yes, I agree. If there are several players 'preloaded' and you choose one, it's not the same as creating a transgender persona is it? Also, the character onscreen may be more 'enjoyable' to watch cavorting around under your joystick control?
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