期刊
NEW MEDIA & SOCIETY
卷 15, 期 4, 页码 541-556出版社
SAGE PUBLICATIONS LTD
DOI: 10.1177/1461444812458271
关键词
Computer-mediated communication; gender voice; multiplayer gaming; real-time voice
The goal of this study is to determine how gamers' reactions to male voices differ from reactions to female voices. The authors conducted an observational study with an experimental design to play in and record multiplayer matches (N = 245) of a video game. The researchers played against 1,660 unique gamers and broadcasted pre-recorded audio clips of either a man or a woman speaking. Gamers' reactions were digitally recorded, capturing what was said and heard during the game. Independent coders were used to conduct a quantitative content analysis of game data. Findings indicate that, on average, the female voice received three times as many negative comments as the male voice or no voice. In addition, the female voice received more queries and more messages from other gamers than the male voice or no voice.
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