期刊
BEHAVIOUR & INFORMATION TECHNOLOGY
卷 39, 期 8, 页码 917-934出版社
TAYLOR & FRANCIS LTD
DOI: 10.1080/0144929X.2019.1625442
关键词
Gender; diversity; chat; interaction design; virtual community; video games; design
资金
- Movember Foundation
While online multiplayer games provide an opportunity for players to both maintain and establish new connections, male and female players have been found to experience these environments differently. Interviews (n = 22) and focus groups (n = 14) were used to explore these differences as they impact on creating new social connections, as well as to provide recommendations for the development of new social tools and features that account for these differences. While all participants experienced toxicity and performance pressure as barriers to forming new connections, female players uniquely reported the impacts of misogynistic targeting and stereotype threat. In turn, female players wishing to avoid these stresses would often mask their gender. The common practice of gender misrepresentation by both male and female players impacted female players' ability to create social connections through voice technology, as well as building their distrust of unknown others. Recommendations are made to build social connectedness between players taking into account the specific constraints faced by female players. These include establishing mentoring opportunities as well as profiling players beyond their immediate skill or rank. Additionally, the desire for control of one's online identity presents practical challenges that may be overcome through thoughtful design.
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