Also a girls world!: A qualitative study on female gamers in the globalized virtual space of MMORPGs
Authors
Eklund, Niels-Christian ; Olteanu, Ruxandra
Term
4. term
Publication year
2015
Submitted on
2015-05-29
Pages
256
Abstract
Denne afhandling undersøger, hvordan kvinder oplever og spiller i massivt multiplayer online-rollespil (MMORPG'er), store onlineverdener hvor mange spillere interagerer i realtid. Tidligere forskning beskriver ofte online spilmiljøer som mandsdominerede og til tider fjendtlige over for kvinder, men nogle studier peger på en stigende andel kvindelige spillere. Vi spørger: I MMORPG'ers globaliserede virtuelle rum, hvordan kan kvinders spiladfærd forstås, og hvordan bliver de behandlet på baggrund af deres køn? Vi anvendte en kvalitativ, interviewbaseret tilgang med fokus på deltagernes tanker, holdninger og følelser. Ni kvindelige gamere blev udvalgt efter bestemte kriterier og interviewet. Udsagnene blev organiseret i kategorier informeret af litteratur og vores forskningsspørgsmål, som dannede tre temaer: MMORPG'ers globaliserede virtuelle rum, køn og kvindelig spiladfærd. Vi anvendte også en Hierarchical Value Map (en metode, der kobler spilelementer til personlige konsekvenser og værdier) på adfærdstemaet. I dette materiale beskrev deltagerne MMORPG'er som globale rum med fælles kulturer, regler og normer, der ofte fremmer lighed. De rapporterede, at sexisme og chikane forekommer, men relativt sjældent i deres oplevelser, hvilket gjorde spillene mere trygge. Mange følte sig tilpas med deres køn i spillet og mente, at de generelt blev behandlet lige. Nogle nød at spille både mandlige og kvindelige figurer og så ikke køn som centralt for spillet. Deltagerne blev tiltrukket af de fantasifulde verdener og mulighederne for eskapisme, selvudtryk og fornyelse gennem karakter-skabelse. At udfylde roller i gruppeaktiviteter som questing og raiding gav en følelse af præstation og succes. Inden for denne lille casestudie syntes MMORPG'er at afvige fra de ofte omtalte fjendtlige spilmiljøer og tilbyde et rum, hvor mange kvinder oplever inklusion. Indsigterne bygger på ni interviews og bør tolkes i lyset af dette omfang.
This thesis explores how women experience and play in Massively Multiplayer Online Role-Playing Games (MMORPGs), large online worlds where many players interact in real time. Prior research often portrays online gaming spaces as male-dominated and sometimes hostile to women, yet some studies note growing female participation. We ask: In the globalized virtual spaces of MMORPGs, how can women's gaming behavior be understood, and how are they treated based on gender? We used a qualitative, interview-based approach focused on participants' thoughts, opinions, and feelings. Nine female gamers were selected using specific criteria and interviewed. We organized statements into categories informed by the literature and our research questions, which formed three themes: the globalized virtual space of MMORPGs, gender, and female gaming behavior. We also applied a Hierarchical Value Map (a method that links game features to personal outcomes and values) to the behavior theme. In this sample, participants described MMORPGs as global spaces with shared cultures, rules, and norms that often promote equality. They reported that sexism and harassment occurred but were relatively infrequent in their experiences, which made these games feel safer. Many felt comfortable with their gender in-game and believed they were generally treated as equals. Some enjoyed playing both male and female characters, viewing gender as not central to play. Participants were drawn to the imaginative worlds and opportunities for escapism, self-expression, and reinvention through character creation. Fulfilling roles in group activities such as questing and raiding brought feelings of achievement and accomplishment. Within this small case study, MMORPGs appeared to depart from the commonly reported hostile environments in gaming and offer a space where many women experience inclusion. These insights are based on nine interviews and should be interpreted with that scope in mind.
[This abstract was generated with the help of AI]
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