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What's 'choice' got to do with it?: avatar selection differences between novice and expert players of World of Warcraft and Rift

Published: 29 May 2012 Publication History

Abstract

It's a now familiar refrain among both players and academics that healing is a 'feminine' activity and tanking a 'masculine' one within Massively Multiplayer Online Games. In this paper we present data from a multi-site study of World of Warcraft and Rift that examines this stereotype across novice and expert players. Our findings suggest that gender role stereotyping is progressively internalized as players become more competent in their gameworld of choice, with experts being more likely than novices to adopt this convention in their avatar selection.

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  • (2025)Binary Barriers: Avatar Creation and Play for Nonbinary Video Game PlayersGames and Culture10.1177/15554120251322209Online publication date: 25-Feb-2025
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cover image ACM Other conferences
FDG '12: Proceedings of the International Conference on the Foundations of Digital Games
May 2012
332 pages
ISBN:9781450313339
DOI:10.1145/2282338
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 May 2012

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Author Tags

  1. NPCs
  2. Rift
  3. World of Warcraft
  4. expertise
  5. gender stereotypes
  6. massively multiplayer online games
  7. non-player characters

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  • Research-article

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FDG'12
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  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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  • (2025)Binary Barriers: Avatar Creation and Play for Nonbinary Video Game PlayersGames and Culture10.1177/15554120251322209Online publication date: 25-Feb-2025
  • (2023)Social Utilitarianism in Digital Interactions and Distant WorldsCurrent Research Journal of Social Sciences and Humanities10.12944/CRJSSH.6.1.066:1(66-86)Online publication date: 30-Jun-2023
  • (2023)Your money or your data: Avatar embodiment options in the identity economyConvergence: The International Journal of Research into New Media Technologies10.1177/1354856523120018730:2(882-903)Online publication date: 30-Oct-2023
  • (2023)Playing a Flawless Character? Exploring Differences Between Experts and Novices in Tabletop Role-Playing Games and Potential Benefits for Well-BeingProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587180(1-7)Online publication date: 12-Apr-2023
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  • (2022)“I Ain’t No Girl”: Exploring Gender Stereotypes in the Video Game CommunityWestern Journal of Communication10.1080/10570314.2022.213000487:5(857-878)Online publication date: 5-Oct-2022
  • (2019)Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video GamesGames and Culture10.1177/155541201987981216:2(160-186)Online publication date: 9-Oct-2019
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  • (2019)Not Just for GirlsProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347177(481-493)Online publication date: 17-Oct-2019
  • (2019) Women Keep it Real: Avatar Gender Choice in League of Legends Cyberpsychology, Behavior, and Social Networking10.1089/cyber.2018.030222:4(254-257)Online publication date: Apr-2019
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