题名

線上遊戲女性玩家性別認同與角色塑造關聯性之研究

并列篇名

A Study of the Relevance of Gender Identity and Characterization of Female Gamers in Massively Multiplayer Online Games

DOI

10.30386/MCR.201801_(134).0003

作者

楊美雪(Mei-Hsueh Yang);趙以寧(I-Ning Chao)

关键词

線上遊戲 ; 性別認同 ; 角色塑造 ; Massive Multiplayer Online Game ; gender identity ; characterization

期刊名称

新聞學研究

卷期/出版年月

134期(2018 / 01 / 01)

页次

89 - 144

内容语文

繁體中文

中文摘要

近年來,線上遊戲女性玩家日漸增多,是線上遊戲的重要客群。線上遊戲的虛擬特性,讓玩家可以根據自己的興趣和喜好塑造角色身份並重建自我認同,因此角色塑造是線上遊戲女性玩家性別認同重要的環節。本研究採網路問卷調查法,將性別認同分為性別傾向與性別角色,並將線上遊戲的角色塑造分為性別、職業、外貌形象三個面向,以探討線上遊戲女性玩家性別認同與角色塑造的關聯性。研究結果發現:在性別認同方面,女性玩家在愛情與性的傾向上仍以男性為主;在性別角色的認知上顯示女性玩家已逐漸跳脫了傳統性別刻板印象;本研究更點出了女性在玩具與遊戲、職業與工作,家務分工及領導者之細項上跳脫了傳統的性別角色思維。在角色塑造方面,女性玩家傾向將角色塑造為女性,呼應了許多國外的實證研究;職業選擇以魔法師與弓箭手居多;外貌形象上傾向選擇淺膚色與自信的形象。在性別認同與角色塑造的關聯性方面,本研究凸顯出女性的心理性別、性別傾向及性別角色認知均會影響角色性別與職業的選擇。

英文摘要

The population of female gamers of Massive Multiplayer Online Games has increased significantly. Massive Multiplayer Online Games provide a virtual stage for players to freely shape their virtual roles and rebuild their self-identification based on preferences. Thus, characterization has become one of the most important parts when discussing female gamers of Massive Multiplayer Online Games. To understand the relevance of gender identity and characterization of female gamers in Massive Multiplayer Online Games, this paper divides gender identity into two parts: sexual orientation and gender role; and separates characterization into three parts: gender, class, and appearance. The results show the following. In gender identity, most female gamers are attracted to men. In gender role, female gamers must gradually shed gender stereotypes. This paper also finds that female gamers turn gender stereotypes upside down concerning toys, jobs, housework, and leadership. In characterization, female gamers tend to create female roles, tend to choose wizard and archer as an occupation; and create roles that have light skin and exude confidence. For gender identity and characterization, females' psychological sex, sexual orientation, and gender role all have significant influences on a character's gender and class.

主题分类 社會科學 > 傳播學
参考文献
  1. 林雅容(2009)。自我認同形塑之初探:青少年、角色扮演與線上遊戲。資訊社會研究,16,197-229。
    連結:
  2. 楊文山、李怡芳(2016)。步入成人初期之臺灣年輕人性傾向之研究。調查研究—方法與應用,35,47-79。
    連結:
  3. 〈女生也愛遊戲嗎?淺談女性玩家對遊戲的態度〉(2015)。取自北京新浪網網頁http://m.news.sina.com.tw/article/20150129/13756954.html
  4. Overview of Tanking and All Tank Specs. (2017). Retrieved from Wowhead Web page http://www.wowhead.com/tanking-guide
  5. Class role. (2017). Retrieved October 25, 2016 from World of Warcraft Wiki Web page http://wowwiki.wikia.com/wiki/Class_role
  6. Argyle, M.,Henderson, M.(1996).The anatomy of relationships.London, UK:Penguin Books.
  7. Banks, J.(2015).Object, Me, Symbiote, Other. A social typology of playeravatar relationships.First Monday,20(2)
  8. Beaulieu-Prevost, D.,Fortin, M.(2015).The measurement of sexual orientation: Historical background and current practices.Sexologies,24(1),15-19.
  9. Bem, S. L.(1981).Gender schema theory: A cognitive account of sex typing.Psychological Review,88,354-364.
  10. Bergstrom, K.,Jenson, J.,de Castell, S.(2012).What's 'choice' got to do with it? Avatar selection differences between novice and expert players of World of Warcraft and Rift.Proceedings of the International Conference on the Foundations of Digital Games
  11. Boler, M.(2007).Hypes, hopes and actualities: New digital Cartesianism and bodies in cyberspace.New Media & Society,9(1),139-168.
  12. Boorman, D. (2014). Badass babes with bows: Woman archers from mythology to the silver screen. Retrieved from https://www.academieduello.com/news-blog/badassbabes-bows-women-archers-mythology-silver-screen/
  13. Borgatta, E.(Ed.),Montgomery, R.(Ed.)(2000).Encyclopedia of sociology.New York, NY:Macmillan.
  14. Bowman, N. D.,Schultheiss, D.,Schumann, C.(2012).I'm attached, and I'm a good guy/ gal! : How character attachment influences pro- and anti-social motivations to play MMORPGs.Cyber Psychology, Behavior, and Social Networking,15(3),169-174.
  15. Bryce, J.,Rutter, J.(2002).Killing like a girl: Gendered gaming and girl gamers' visibility.Computer games and digital culture conferences,Tampere, FIN:
  16. Cohen-Kettenis, P. T.,Pfafflin, F.(2010).The DSM diagnostic criteria for gender identity disorder in adolescents and adults.Arch Sex Behave,39,499-513.
  17. Dickey, M. D.(2006).Girl gamers: The controversy of girl games and the relevance of female-oriented game design for instructional design.British Journal of Educational Technology,37(5),785-793.
  18. Doyle-Scott, C. (2016). Virtual reality: Gender identity in video games. Retrieved from http://feminartsy.com/virtual-reality-gender-identity-in-video-games/
  19. Dunn, R. A.,Guadagno, R. E.(2012).My avatar and me: Gender and personality predictors of avatar-self discrepancy.Computers in Human Behavior,28(1),97-106.
  20. Eastin, M. S.(2006).Video game violence and the female game player: Self- and opponent gender effects on presence and aggressive thoughts.Human Communication Research,32,351-372.
  21. Egan, S. K.,Perry, D. G.(2001).Gender identity: A multidimensional analysis with implications for psychosocial adjustment.Developmental Psychology,37,451-463.
  22. Eisenberg, N.(Ed.)(1998).Handbook of child psychology.New York, NY:Wiley Publishing.
  23. Elmore, K. C.,Oyserman, D.(2012).If 'we' can succeed, 'I' can too: Identity-based motivation and gender in the classroom.Contemporary Educational Psychology,37(3),176-185.
  24. Entertainment Software Association. (2014). Essential facts about the computer and video game industry. Retrieved from http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
  25. Fahs, B.,Gohr, M.(2012).Superpatriarchy meets cyberfeminism: Facebook, online gaming, and the new social genocide.MP: An Online Feminist Journal,3(6),1-40.
  26. Fausto-Sterling, A.(2000).Sexing the body: Gender politics and the construction of sexuality.New York, NY:Basic Books.
  27. Freeman, G.,Bardzell, J.,Bardzell, S.,Herring, S. C.(2015).Simulating marriage: gender roles and emerging intimacy in an online game.Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing
  28. Garcia-Cueto, E.,Rodriguez-Diaz, F. J.,Bringas-Molleda, C.,Lopez-Cepero, J.,Paino-Quesada, S.,Rodriguez-Franco, L.(2015).Development of the Gender Role Attitudes Scale (GRAS) amongst young Spanish people.International Journal of Clinical and Health Psychology,15(1),61-68.
  29. Gersch, B.(1998).Gender at the crossroads: The Internet as cultural text.Journal of Communication Inquiry,22(3),306-322.
  30. Greenfield, P. M.,Cocking, R. R.(1996).Interacting with video.New Jersey, NJ:Ablex Publishing.
  31. Harrigan, P.(Ed.),Wardrip-Fruin, N.(Ed.)(2010).Second person: Role-playing and story in games and playable media.Cambridge, MA:MIT Press.
  32. Harwell, D. (2014). More women play video games than boys, and other surprising facts lost in the mess of Gamergate. Retrieved from http://www.washingtonpost.com/blogs/the-switch/wp/2014/10/17/more-women-play-video-games-than-boys-andother-surprising-facts-lost-in-the-mess-of-gamergate/
  33. Hayes, E.(2007).Gendered identities at play: Case studies of two women playing.Games and Culture,2(1),1-26.
  34. Hildebrandt, T.,Bergstrasser, S.,Rensing, C.,Steinmetz, R.(2009).Capturing and storing profile information for gamers playing multiplayer online games.Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
  35. Hoffner, C.,Buchanan, M.(2005).Young adults' wishful identification with television characters: The role of perceived similarity and character attributes.Media Psychology,7,325-351.
  36. Hsu, S. H.,Lee, F. L.,Wu, M-C.(2005).Designing action games for appealing to buyers.CyberPsychology & Behavior,8(6),585-591.
  37. Huh, S.,Williams, D.(2010).Dude looks like a lady: Ggender swapping in an online game.Human-Computer Interaction Series,161-174.
  38. Jansz, J.,Martis, R.G.(2007).The Lara phenomenon: Powerful female characters in video games.Sex Roles,56,141-148.
  39. Joho, J. (2017). Study finds female players may not be into guns, but are still into killing. Retrieved from https://killscreen.com/articles/study-finds-female-players-may-notguns-still-killing/
  40. Kerr, A.(2003).Girls/Women just want to have fun: Study of adult female players of digital games.Proceedings of 1st Digital Games Research Conference
  41. Khalaf, S. (2014). Mobile gaming: Females beat males on money, time and loyalty. Retrieved from http://flurrymobile.tumblr.com/post/115192642055/mobile-gaming-females-beat-males-on-money-time
  42. Klang, M.(2004).Avatar: From deity to corporate property: A philosophical inquiry into digital property in online games.Information, Communication & Society,7(3),389-402.
  43. Klein, F.,Sepekoff, B.,Wolf, T. J.(1985).Sexual orientation: A multi-variable dynamic process.J Homosexuality,11(1-2),35-49.
  44. Kleinsmith, A.,Gillies, M.(2013).Customizing by doing for responsive video game characters.Int. J. Human-Computer Studies,71,775-784.
  45. Konijn, E.,Hoorn, J.(2005).Some like it bad: Testing a model for perceiving and experiencing fictional characters.Media Psychology,7,107-144.
  46. Kroger, J.(2007).Why is identity achievement so exclusive?.Identity Int. J. Theory Res,7,331-348.
  47. Laumann, E. O.,Gagnon, J. H.,Michael, R. T.,Michaels, S.(1994).The social organization of sexuality: Sexual practices in the United States.Am J Public Health,86(7),1037-1039.
  48. Lee, J.,Lee, K. H.(2006).Precomputing avatar behavior from human motion data.Graphical Models,68(2),158-174.
  49. Lim, S.,Reeves, B.(2006).Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player.International Journal of Human-Computer Studies,68(1-2),57-68.
  50. Linzey, G.(Ed.),Aronson, H. E.(Ed.)(1985).Handbook of social psychology.New York, NY:Random House.
  51. Loder, C.(2012).Sculpting that "WoW" body: Constructing gender identity in World of Warcraft.Proceedings of the 2012 iConference
  52. Looy, J. V.,Courtois, C.,Vocht, M. D.,Marez, L. D.(2012).Player identification in online games: Validation of a scale for measuring identification in MMOGs.Media Psychology,15,197-221.
  53. Lopez-Cepero, J.,Rodriguez-Franco, L.,Rodriguez-Diaz, F. J.,Bringas, C.(2013).Validacion de la version corta del Social Roles Questionnaire (SRQ-R) con una muestra adolescente y juvenile española.Revista Electronica de Metodologia Aplicada,18,1-16.
  54. Lou, J. K.,Park, K.,Cha, M.,Park, J.,Lei, C. L.,Chen, K. T.(2013).Gender swapping and user behaviors in online social games.Proceedings of the 22nd international conference on World Wide Web
  55. Martey, R. M.,Stromer-Galley, J.,Banks, J.,Wu, J.,Consalvo, M.(2014).The strategic female: Gender-switching and player behavior in online games.Information, Communication & Society,17(3),286-300.
  56. Matud, M. P.,Bethencourt, J. M.,Ibanez, I.(2014).Relevance of gender roles in life satisfaction in adult people.Personality and Individual Differences,70(0),206-211.
  57. McGeown, S.,Goodwin, H.,Henderson, N.,Wright, P.(2011).Gender differences in reading motivation: Does sex or gender identity provide a better account?.Journal of Research in Reading,328-336.
  58. McMenomy, E. R.(2011).Game on girl: Identity and representation in digital RPGs.Dissertation Abstracts International,72(9),3336.
  59. McWhirter, S. A. S.(Ed.),Reinisch, J. M.(Ed.)(1990).Homosexuality/Heterosexuality: Conception of sexual orientation.New York, NY:Oxford.
  60. MrLawbreaker. (2017, August). Male character will be able to wear skirts btw [Web blog post]. Retrieved from Pubabattlegrounds web site: https://www.reddit.com/r/PUBATTLEGROUNDS/comments/6phb39/male_character_will_be_able_to_wear_skirts_btw/
  61. Narcisse, E. (2013). Virtual same-sex marriage is thriving in this online fantasy game. Retrieved from http://kotaku.com/virtual-same-sex-marriage-is-thriving-in-onlinefantasy-508243557
  62. National Research Council(2011).The health of lesbian, gay, bisexual and transgender people: Building a foundation for better understanding.Washington, DC:The National Academies Press.
  63. Ogletree, S. M.,Drake, R.(2007).College students' video game participation and perceptions: Gender differences and implications.Sex Roles,56,537-542.
  64. Osborne, H.(2012).Performing self, performing character: Exploring gender performativity in online role-playing games.Transformative Works and Cultures,11
  65. Perry, D. G.,Pauletti, R. E.(2011).Gender and adolescent development.Journal of Research on Adolescence,21(1),61-74.
  66. Popay, J.,Escorel, S.,Hernandez, M.,Johnston, H.,Mathieson, J.,Rispel, L.(2008).,未出版
  67. Ramirez, E.(2003).The impact of the Internet on the reading practices of a university community: The case of UNAM.New Review of Libraries and Lifelong Learning,4(1),137-157.
  68. Reid, A.(2004).Gender and sources of subjective well-being.Sex Roles,51,617-629.
  69. Rymaszewski, M.,Wagner, J. A.,Wallace, M.,Winters, C.,Ondrejka, C.,Batstone-Cunningham, B.(2007).Second Life: The official guide.New Jersey, NJ:Wiley Publishing.
  70. Savin-Williams, R. C.(2006).Who's gay? Does it matter?.Current Directions in Psychological Science,15(1),40-44.
  71. Schott, G. R.,Horrell, K. R.(2000).Girl gamers and their relationship with the gaming culture.Convergence,6(4),36-53.
  72. Song, H.,Jung, J.(2015).Antecedents and consequences of gender swapping in online games.Journal of Computer-Mediated Communication,20(4),434-449.
  73. Starks, K.,Jones, C.,Katsikitis, M.(2014).GameChange(H)er: How Nancy Drew video games build strong girls.Proceedings of the 28th International BCS Human Computer Interaction Conference on HCI
  74. Steensma, T. D.,Kreukels, B. P. C.,Vries, A. L. C.,Cohen-Kettenis, P. T.(2013).Gender identity development in adolescence.Hormones and Behavior,64(2),288-297.
  75. Stoller, R. J.(1985).Presentations of gender.Connecticut, CT:Yale University Press.
  76. Thompson, E. H., Jr.,Pleck, J. H.(1986).The structure of male role norms.American Behavioral Scientist,29,531-543.
  77. Tobin, D. D.,Menon, M.,Spatta, B. C.,Hodges, E. V. E.,Perry, D. G.(2010).The intrapsychics of gender: A model of self-socialization.Psychol Rev,117,601-622.
  78. Trepte, S.,Reinecke, L.(2010).Avatar creation and video game enjoyment: Effects of life-satisfaction, game competitiveness, and identification with the avatar.Journal of Media Psychology: Theories, Methods, and Applications,22,171-184.
  79. Trepte, S.,Reinecke, L.,Behr, K. M.(2009).Creating virtual alter egos or superheroines? Gamers' strategies of avatar creation in terms of gender and sex.International Journal of Gaming and Computer-Mediated Simulations,1(2),52-76.
  80. Twengue, J. M.(1999).Mapping gender: The multifactorial approach and the organization of gender-related attributes.Psychology of Women Quarterly,23,485-502.
  81. Waddell, T. F.,Ivory, J. D.(2015).It's not easy trying to be one of the guys: The effect of avatar attractiveness, avatar sex, and user sex on the success of helpseeking requests in an online game.Journal of Broadcasting and Electronic Media,59(1),112-129.
  82. Walther, J. B.(1996).Computer-mediated communication: Impersonal, interpersonal, and hyperpersonal interaction.Communication Research,23(1),3-43.
  83. Wimmer, R. D.,Dominick, J. R.(2016).Mass media research.California, CA:Wadsworth Publishing.
  84. Wood, W.,Eagly, A. H.(2002).A cross-cultural analysis of the behavior of women and men: Implications for the origins of sex differences.Psychological Bulletin,128,699-727.
  85. Wright, P. W.(2009).Sexual socialization messages in mainstream entertainment mass media: A review and synthesis.Sexuality & Culture,13,181-200.
  86. Yates, S. J.,Littleton, K.(1999).Understanding computer game cultures: A situated approach.Information, Communication and Society,2,566-583.
  87. Yee, N.(2006).The demographics, motivations and derived experiences of users of massivelymultiuser online graphical environments.Teleoperators and Virtual Environments,15,309-329.
  88. Yee, N.,Bailenson, J.(2007).The Proteus effect: The effect of transformed selfrepresentation on behavior.Human Communication Research,33,271-290.
  89. Zhong, Z. J.,Yao, M. Z.(2013).Gaming motivations, avatar-self identification and symptoms of onlinegame addiction.Asian Journal of Communication,23(5),555- 573.
  90. Zosuls, K. M.,Ruble, D. N.,Tamis-LeMonda, C. S.,Shrout, P. E.,Bornstein, M. H.,Greulich, F. K.(2009).The acquisition of gender labels in infancy: Implications for gender-typed play.Dev Psychol,45,688-701.
  91. 毛正倫(2008)。實用統計技術。台北:華騰文化。
  92. 李紫茵、王嵩音(2011)。線上遊戲性別轉換行為分析。傳播與社會學刊,18,45-78。
  93. 李維仁(2002)。碩士論文(碩士論文)。台北大學企業管理研究所。
  94. 范慧宜(2016)。〈2016 年臺灣遊戲產業發展與趨勢及商機〉取自:http://www.pershing.com.tw/tw/download/seminar/20160311_seminar/handouts/160311_Session1_TW_Game_Industry_Dev_and_Trend_DrFan.pdf
  95. 張醒宇(2013)。碩士論文(碩士論文)。交通大學傳播研究所。
  96. 許朝欽(2004)。碩士論文(碩士論文)。元智大學資訊傳播研究所。
  97. 陳姿樺(2013)。碩士論文(碩士論文)。臺北護理健康大學嬰幼兒保育研究所。
  98. 陳淑惠(2000)。行政院國家科學委員會補助專題研究計畫行政院國家科學委員會補助專題研究計畫,行政院國家科學委員會。
  99. 陳燕葶、葉乃嘉(2007)。從性別分工探討性別平等。網路社會學通訊期刊,64
  100. 黃少華、陳文江(2002)。重塑自我的遊戲:網路空間的人際交往。嘉義縣:南華大學社會學研究所。
  101. 黃欣慧(2009)。碩士論文(碩士論文)。高雄師範大學性別教育研究所。
  102. 黃淑玲、游美惠(2007)。性別向度與臺灣社會。台北:巨流圖書股份有限公司。
  103. 黃裕峯(2016)。角色扮演遊戲中女性玩家的情感建構。2016 新媒體創作與視覺傳達設計國際研討會論文集,屏東:
  104. 葉庭安、王孝勇(2013)。網路科技中女性線上遊戲玩家的媒介消費與性別認同:以【英雄聯盟】為例。中華傳播學會 2013 年會,新北市新莊:
  105. 蔡佩芳(2004)。碩士論文(碩士論文)。中山大學傳播管理研究所。
  106. 鄭一群(2007)。培養非常規的領導力。北京:海潮出版社。
被引用次数
  1. 吳譿欣,王雨涵(2023)。高齡族群對運動體感遊戲之虛擬角色感知與偏好。商業設計學報,26,141-157。
  2. 薛智暉,余民寧(2021)。不同類型暑假活動對學習成長之潛在影響-TEPS之縱貫資料分析。高雄師大學報:教育與社會科學類,51,1-23。