<p> This study had two purposes: to determine whether or not biological sex and/or gender identity impacted the way an individual would customize a video game avatar, and to focus on the components—length of time and number of customizations—of avatar design. In addition, an individual’s experience with video games—novice, casual, and hardcore—was considered throughout this study to determine a relationship between individuals and their avatars. This study was based on previous studies about how gender identity impacted individuals in virtual worlds. The video game <i>Dark Souls </i> (2011) was used for the stimulus and the (30-item) Bem Sex Role Inventory—a scale that measures gender identity—was used as the measure. While the research questions provided resulted in no correlation between sex, gender, and player experience, further research is needed to determine how the evolution of the gaming community and the gaming industry continues to impact both players and gaming research.</p><p>
Identifer | oai:union.ndltd.org:PROQUEST/oai:pqdtoai.proquest.com:10743235 |
Date | 12 May 2018 |
Creators | Young, Lois Alison |
Publisher | University of Louisiana at Lafayette |
Source Sets | ProQuest.com |
Language | English |
Detected Language | English |
Type | thesis |
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