project work - Roskilde University Digital Archive
Transcription
project work - Roskilde University Digital Archive
Master degree Roskilde University, Denmark Alice BAUDU, Clémence COIFFARD, Amélie LAVOUTE THE CONSTRUCTION AND THE ROLE OF GENDER IN WORLD OF WARCRAFT PROJECT WORK December 2013 1 2 Abstract This study focuses on female gender in the creation of virtual bodies in an online multiplayer gaming context. The framework we defined is the game World of Warcraft, because of its high popularity and consequent number of subscriptions, which make it a videogame icon. We wish to find insights on the way female gamers elaborate their virtual identities and how the latters affect the way they play the game. To clear up these matters, the construction of gender, the new place of women in the cyberspace and social interactions linked to gender will be questioned in our analysis. Face-to-face interviews with male and female gamers, combined to the visual study of players’ avatars, will help us to resolve our research questions. 3 4 Introduction 6 6 Field of study 8 8 Theoretical framework 18 1. Construction of gender as a social process 1.1. Gender, sexuality and identity 1.2. Consideration of self in everyday life 1.3. Self-representation of women and the virtual male gaze 18 18 20 21 2. Female users and their habits on the cyberspace 2.1. Theorizing cyberspace and gender 2.2. The game as a masculine space 2.3. Motivations for the use of digital technology and online gaming 2.4. The motivations of players: divergences according to gender 24 25 25 27 29 3. Female gamers in MMORPGs and their social presence by using avatar 3.1. Avatars and identification 3.2. Virtual communities 3.3. Female avatars and sexism in game spaces 3.4. The avatar: towards a notion of non-gender? 30 30 33 33 35 4. A semiotic approach to gendered bodies in MMORPG’s 4.1. Connoted avatar, denoted avatar 4.2. Communication and representation in virtual social contexts 4.3. The signs system and the embodied experience in the game 36 36 38 40 Methodology 42 1. Qualitative approach 2. Visual data: semiotic analysis 42 43 Analysis of avatars and gaming experiences 46 1. Presentation of gamers 2. Players and their motivations 3. Self-presentation by gendered virtual bodies 3.1. Identification through an avatar’s gender 3.2. Beyond the gendered identification, the illustration of other choices 4. Gender and social interactions 5. Analysis of avatars as gendered symbols 46 48 51 51 53 55 59 Conclusion 64 Literature Review 66 5 Introduction During the last decade, games kept attracting more and more people, and this larger part of the general public who plays, implies the growing interest of women for video gaming. On the other hand, the study of the social relations between online gaming experiences and the players’ genders is a relatively under-researched field within communication studies. Looking at video games through the prism of communication allows for further inquiry into the development of gamers’ communities and the elaboration of a gamer identity. So far, only a very few studies have been led regarding female gamers, for instance ‘Doing gender in cyberspace: The performance of gender by female World of Warcraft players’ (Lina Eklund, 2011) who demonstrated that women show different game-play behaviours and often have a more intense need to identify with their avatars. Although such prior research studies have explored various characteristics of female gamers and their gaming experiences, the concept of gender in gaming remains something quite original to linger on, in the way that the representation of women in video still generates rich debates. Therefore, our study investigates the effects of gendered representations in online gaming by looking at both the ways in which players choose to build their avatars and how their choices affect the way they socialize by playing the game. Considered for a long time as just a childish hobby, video games have become an important part of everyday life in contemporary culture. They ended up being a multi-billion dollar industry. According to the Entertainment Software Association, in 2010, two thirds of American people played videogames. Still according to the same study, the average gamer is not considered a child anymore; he/she is now 34 years old, and has been playing for an average 12 years. This tremendous increase is partly due to the new possibilities for playing videogames everywhere, including mobile phones, stationary computers and laptops, as well as video-game consoles. Video games are not reduced to remote controls plugged on a TV anymore, as they have the capacity to gather players and communities online. Developments in digital media technologies continue to ease people’s access to videogames. 6 Thus, this new easy approach of videogames certainly attracts more and more female players. Indeed women are now a sizable part of the gaming demographic and since the mid 1990s digital games have been a growing leisure activity. Stereotypically the man is the hardcore gamer and women are viewed as casual facebook-game players (Juul, 2010). However in reality, Juul shows that most real gamers do not match these stereotypes, players change preferences and habits over time and casual players often play as many hours each day as hardcore gamers. Women also underreport on their MMORPGs playing habits, even in anonymous surveys, making it difficult to estimate accurately how many and how much women play (Williams et al., 2009). As regards World of Warcraft, in 2013, 45 % of the gamers were women (Entertainment Software Association, 2013). Then as technology keeps allowing videogames to become more widespread, it turns out it is really important to discover and understand the effects games have on gamers. Indeed, we think that the society is heading toward a gamer culture, and especially a female gamer culture. Thus, after choosing to focus on the famous online game World of Warcraft (WoW), it appears necessary to try to understand the way women create their virtual selves and develop virtual identities as avatars. WoW was launched during the third semester of 2013 by Blizzard Entertainment, which is an American video game developer and publisher. In spite of a consequent loss of gamers during the last years, WoW still gathers around 7,6 million gamers, including male and female. In addition to its high number of subscribers, this is also particularly relevant to linger on this game because of the high level of exactitude available when it comes to give a shape to one’s character. Every choice could then be analyzed. WoW also attracts a lot of gamers for the wealth of the possibilities it offers: gamers can basically become anything they wish to be, in the range of the pre-set limitations, from a human character to an evil panda. Some gamers would then prefer to come up with a character that could be their doppelganger while others would feel more comfortable elaborating their virtual identities on the base of a fantastic creature. Added to the choice of physical characteristics, gamers also have to decide which class (job) they want to have and to which race they wish to belong to. These choices need to be analyzed to truly understand how the meaningful construction of virtual characters affect gamers’ experiences. Eventually, in WoW, the game is ruled by serious social dimensions that follow a familiar logic of classes and races, this is why it is interesting to use this game 7 to attempt to understand how female players choose to elaborate their virtual identities. Besides, genders studies in online gaming appear quite relevant to us because of the wellknown sexism in the gaming world and the representation of female bodies that mostly only resides in visual stereotypes. Research question Thus it seems relevant for us to ask the following research questions: - How do female WoW players create their virtual bodies in order to visually represent their identities? - How do their virtual identities affect the way they play the game? Namely we are about to study the relationship between the way one chooses to virtually represent oneself and the way they perform in the social world of WoW. Moving from the assumption that the representation of female gender is usually very stereotypical in video games, our research problem deals with how women consider, create and deal with their virtual identities. We will provide a number of visual examples and support our analysis with comments from players in the following sections. Field of study History of online gaming In order to understand the importance of online gaming in modern life, it is necessary to explore the advent of gaming as a part of the Western culture with a retrospective glance. The first multiplayer game that is known was called Spacewar. It was created in 1961 by Steve Russel in collaboration with his colleagues from the Massachusetts Institute of Technology. At first only two gamers were able to play together, it was only available on network gaming a few years later, in 1969. This ‘game was truly novel and relied on the actual capabilities of the computer’ (Nielsen, Smith and Tosca, 2008). 8 In 1973, Maze War was created. As soon as it was released it was considered as the first ‘real’ network game, and also the first three-dimensional game space including a first person perspective. In that same year the game Dungeons and Dragons was established as a digital media, namely a computerized role playing game. Meanwhile, the MUD, ‘Multi User Dungeon/Domain’ was first developed in 1972. In these games the actions are described textually rather than being simulated visually, and one has to play by using a command line. Indeed, the first MUDs were text-based. Gamers had missions to achieve. The first MUD was called Adventure and it was issued in 1972. Furthermore, Elvira Mortensen who does researches on Video Games, asserted that MUD and WoW were directly connected to each other: ‘WoW and MUD fill the same niche in the gaming world and have the same functions’ (2006, 397). In parallel, during the 1980’s, some role-playing games kept appearing such as Ultima (1981), Wizardy (1981), King’s quest (1984), Bard’s Tale (1985) and Might and Magic (1986). These games worked according to a solo mode but used the same logic as did roleplaying games influenced by Dungeons and Dragons. Later, during the 1990’s, we faced a tremendous growth of this kind of network gaming that had remained quite hard to access before. For instance, the games Doom and Quake that issued between 1993 and 1996 allowed from 4 to 16 gamers to play together. This rise was permitted thanks to the stabilization of the Internet and some more successful and reliable games. Gamers became more and more numerous and the popularity of network gaming kept rising. Besides, from a technological and an aesthetic point of view, the games turned into more attractive hobbies, offering a wider range of choices in terms of characters and environments that could be chosen to play with. That is the moment of the birth of the term ‘MMORPG’: Massively Multiplayer Online RolePlaying Games. 9 Massively Multiplayer Online Role-Playing Games (MMORPGs) In the end of the 1980’s and in the beginning of the 1990’s, what are considered as the first MMORPG appeared: Island of Kermain (1984), Nerverwinter Nights (1991), which is adapted from Dungeons and Dragons and Legend of Future Past (1992). (Maude Bonenfant, 2010) Yet this is mostly thanks to the game Meridian 59, that was created in 1996, that we can truly notice the links and influences of MUD and MMORPG on WoW. Indeed, in this game, players have to kill monsters and get rid of other gamers. They also have to choose between different classes of avatars, which will be developed below. Moreover, the influence is also noticeable in the way the game works, since gamers have to pay monthly subscriptions. This is a first because previously gamers had to pay by the hour. The scheme will be repeated in WoW. Then, in March 1997, the game Ultima Online gathered 20 000 subscriptions and it marked the beginning of the success and popularity of online gaming. Eventually, the game EverQuest that came out in 1999 is generally considered to be the most direct ancestor of WoW. It dealt with a fantastic medieval context where creatures had to be killed. In this game genders were highly marked and the representation of the female body design matched strong stereotypes of attractiveness and could go as far as reach a certain eroticism Figure 1. All rights reserved. (Figure 1). 10 Thus, it is possible to claim that the premises of the general functioning of WoW is the result of a long process that lasted several years during which network gaming and online games were being developed and enriched. Our investigation shows that the visual styles developed matched and the have also increasingly physical and cultural stereotypes of Figure 2. All rights reserved. attractiveness in regards to female bodies. Avatars’designs in WoW are then pervaded of these previous graphics even if the female representation does not go as far as the erotic one in EverQuest that is presented above (Figure 2). WoW elaborated and detailed such character representations by combining various assets developed in the previous games and placing the setting in a medieval-fantastic framework where quests had to be led, and provided a large choice of characters from realistic to fantastic. This eventually led to the creation of a highly acclaimed fantasy game, which gathered more than 12 million players at its peak and became one of the first online games to assemble so many loyal female gamers. It is even possible to assume that these (relatively more) truthful approach to human body representations can be one of the reasons why women became a wide part of WoW gamer community. World of Warcraft The universe of World of Warcraft is an extended and detailed universe. Lord of the Rings written by Tolkien and the game Dungeon and Dragons widely inspired it. According to ‘World of Warcraft is an enormous game, both in term of hours spent playing it and in terms of the number of players and the ways in which it can be played’ (Corneliussen and Walker Rettberg, 2008). 11 The video game WoW was published in 2004. It is derived from a series of real-time game that is called Warcraft. The development of WoW includes various consequent versions and official expansions: -‐ Warcraft : Orcs & Human (1994) -‐ Warcraft II : Tides of Darkness (1995) -‐ Warcraft III : Reign of chaos (2002) -‐ Expansion of Warcraft III : the Frozen Throne (2003) The company that developed Wow was founded in 1991 and was called Silicon and Synapse by Allen Adham, Michael Morhaime and Frank Pearce. In 1994, she was renamed Blizzard Entertainment and became quite popular thanks to Starcraft (a strategy game) and Diablo (an adventure game) series. With Wow, Blizzard Entertainment has produced one of the most profitable games in the history of online gaming: according to the company, annual revenues amounted to one billion dollars, as it was stated by the French searcher Fanny Georges in her thesis about Semitoque of representation in digitized devices (Fanny Georges, 2007). The WoW game does not revolutionize the world of MMORPG, however it strengthens it in the way that it offers a serious and stable game in a rich and detailed universe. According to Miguel Sicart, ‘World of Warcrafl is, at the moment of writing, not only the most successful MMORPG in the world, but also the design example for other developers to follow’ (Sicart, 2009, 180). The success of World of Warcraft is based on the fact that the game is accessible to a large number of players and provides access to a ‘hollow world’(Aarseth, 2008), namely it is a world where no outside cultural references exist and therefore this is a game where people from very different cultures can gather and play together. Moreover, the success of WoW in attracting such a wide number of loyal gamers can be associated to what Espen J. Aarseth (2008) calls ‘cultural neutrality’. According to Aarseth, this game is not marked culturally even if it is produced in the United States and the values of this country dominate and guide Western ideas. The frame and the quests that are led are far enough from any reality to be able to gather any cultural habits. Therefore, WoW generates a new cultural setting, which is both influenced by and distinguished from conventional western cultures of the offline world. 12 Principles of game play and user interactions in World of Warcraft Each player has an avatar and a point system that determines its power. Players achieve missions and can fight other players directly. The dominant purpose in WoW is to progress, to acquire more power. Three modes of playing can be used. Firstly, the standard mode or ‘Player Versus Environment’ (PvE) is a mode where the player fights environment. Pre-programmed creatures can only kill the avatar. The gaming goals are oriented. Secondly, the player has the possibility to access to the ‘Player Versus Player’ (PvP) mode. The avatar in PvP mode cannot only be attacked by a pre-programmed creature but also by other players. We can also find areas whose purpose is to be used as fighting arenas and battlegrounds. The third game mode is the mode role-play or ‘RP’. The player has a role defined by the characteristics of their avatar, namely their virtual body in the game. We will linger on this character, its elaboration and its meaning below. Communication between players is governed by rules: one avatar is not able to interact with any avatar whenever it want, a pre-determined scenario has to be followed. As regards the points of view: the avatar in WoW can be played in first or third person views. This is a very important point, because the points of view affect gameplay and the way you see yourself and others within the game. Points of views then have an influence on social interactions in WoW, making them more direct or more distant and determining the proximity between two avatars. Besides, the player controls the camera and can see their character at a 360 ° angle. Each avatar has characteristics that have an impact on the game experience: -‐ The faction: it is a social organization that depends on history and mythology. There are two kinds of factions: the Horde (with monstrous creatures) and the Alliance (with characters resembling human). According to Nicolas Ducheneaut, in From Tree House to Barracks: The Social Life of Guilds in World of Warcraft, ‘Choosing a faction affects a player's experience significantly’ (Ducheneaut, 2006). -‐ The race: Each race population has different geographic locations and is associated with a city (or capital) where the player starts. The different races are attached to different stories. The races are: 13 Alliance Horde Humans Orcs Night elves Forsaken Dwarves Tauren Gnomes Trolls Draenei Blood elves Worgen Goblins Tushui pandaren Huojin pandaren -‐ The gender: The player can choose between the masculine and the feminine. -‐ The class: The player has the choice in eleven possible classes which are Death Knight, warlock, druid, shaman, hunter, warrior, mage, paladin, priest, thief (rogue) and monk. According to Miguel Sicart in 2009, ‘Class is particularly important because it determines which kind of gameplay the player will engage in the most’ (Sicart, 2009, 177). After choosing the faction, race, class and gender of his avatar, a few other customization options are offered to the player like hair colour, hairstyle, makeup, etc.., But, according to Sébastien Genvo, ‘these changes appearances have no impact on the modes of action in the game world’ (Genvo, 2009, 208). As we will try to confirm of infirm it thanks to the interviews we will lead in our following study: what influence may the customization options have on the game play? Furthermore, the player must ultimately choose a pseudonym that respects the spirit of the game and identify his avatar permanently. The creation of the avatar is also based on: -‐ Profession: the player has the option to choose a primary profession (either production or collecting of resources) and secondary skills (eg, fishing, first aid or cooking). Through these secondary skills, the player can collect, transform, sell and consume resources. -‐ The objects: there are various types of objects in WoW. For example, axe, flowers, animal organs ... The objects may sell more or less expensive at auction or merchants. -‐ The equipment: a character can wear 16 parts in the maximum, which can cover different parts of the body. Equipment gives bonus attributes of a character. Among 14 the facilities include armour. There are different types of armour but not wearable by all classes. Some classes are limited to leather or cloth armours (hunters, shamans, druids, thieves). The role of this equipment is to reduce the damage. The power of avatars is calculated from a statistical system that depends on experience and level of the avatar attributes (strength, agility ...), abilities ... The avatar starts at 1 to reach the level 80. With the new extension, the level is now 95. There is a possibility to move beyond this level. A player can have a maximum of 50 avatars. Thus, the elaboration of one’s virtual body is a really determining step in the building of an online identity. Such a wide possibility of choices and details truly help the gamer to be represented only according to what he wants to show and reveal about himself, may it be far or close to reality. Some may see it a way to escape reality or even to quench a fantasy, gender is no more perceived as something imposed but as a choice. The evolution and the acquirement of a growing power in the game can be achieve on one’s own. However, some activities are done in groups. Groups may be temporary, but a stable social organization exists to coordinate avatars: the guild. According to Corneliussen and Walker Rettberg (2008) in ‘The Familiar and the Foreign: Playing (Post) Colonialism in World of Warcraft », Digital Culture, Play, and ldentity: A World of Warcraft Reader, the guild is the tool to cement the social groups in the game: ‘the social aspect of this world is vital, and the guild system is the most important tool for holding social groups together’. It is the place of formation of the main relationships between the players and their social structure in the game. Usually, the type of guild varies primarily with the objectives of the ‘leaders’. In most cases, guilds aim to create a sense of belonging to a community of players and the performance of certain tasks, especially raids. Each guild has its objectives and provides various services to its members (lending money, donated items, help in the pursuit of a quest, etc..). Thus, the gamer has a specific and personal role to play and they feel needed in the game. This system triggers a feeling of consideration that reveals itself to be addicting and make gamers loyal to the virtual community they belong to and they may also value it as much as real life community. 15 One of the activities performed to quickly accumulate experience points (for avatars under 95 level), of reputation or money is the quest. According to Nicolas Ducheneaut in 2006, in From Tree House to Barracks: The Social Life of Guilds in World of Warcraft, ‘completing quests and killing ‘mobs’ (monsters) allows them to earn ‘experience points’ and reach progressively higher level [...], improving the abilities of their character and acquiring powerful items along the way’. Quests consist of more or less difficult tasks that the player chooses to achieve or not. There are no mandatory quests and most of them are done once. Critical approaches to virtual bodies and gender stereotypes in WoW Hilde G. Corneliussen (2008) observes links between feminist approaches in regard to equal representation of women in society and the female avatars in WoW. Although the creatures are almost all imaginary in WoW, this game can be seen as a similar representation of Western codes: ‘a place where gender is being constructed, represented, and negotiated in ways not totally different from hegemonic Western discourses of gender’ (Corneliussen, 2008). Representation of women in the game reflects that of the women in society: WoW reproduces certain stereotypes, but also disrupts other, echoing different visions of feminism. Namely, women are represented according to the common codes of attractiveness but not in an erotic or demeaning way, and they also have a great independence and strength that make them able to beat some male avatars. Moreover, Ducheneaut, Yee, Nickell and Moore (2006), in their quantitative study of 223,043 avatars, claim that existing prejudices outside of the game are applied in WoW. In fact, they conclude that «real-world stereotypes come to shape the demographics of fantasy worlds». For example, esthetical criteria of the players are indicative of standards of beauty outside the game: the most popular avatars are humans and elves while the least chosen are orcs and trolls. While each class has a slight advantage concerning attributes, these benefits are so small that they are not significant in the choice of the race of the avatar and even less sex. Thus, the differences are not only aesthetics; they reflect the trends followed to the outside of the game. If physical appearance and ‘cosmetic’ of the avatars influence the choices of the players in relation to their usual standards, it is the same with moral standards as the Horde, which historically represents the ‘evil’ and is much less ‘preferred’ than the Alliance. Ducheneaut, Yee, Nickell and Moore conclude that WoW merely reproduced 16 existing stereotypes in the culture outside the game: ‘the distribution of races and classes indicates strong preferences for characters fitting stereotypical canons of morale and beauty, perpetuating offline norms in virtual environments’ (2006). Finally, Jessica Langer (2008) shows that the perspective of the Same and the Other, the civilized and the savage, the centre and the periphery, help describing the Alliance and the Horde and show similarities with the image of the foreign common colonial ideology of the West. In fact, ‘the Alliance and the Horde are divided along racial lines not into good and evil but into familiar and other or foreign, and that this division has consequences not only within the game but in the real world as well’ (Langer, 2008, 88). According to this author, WoW reproduced some models of racism, but this game is also critical, just as it comes to the question of the representation of women. Thus, even if it set in a medieval-fantasy universe, gamers still care a lot about the message their virtual bodies and identities convey, and general cultural rules are not entirely casted aside but still consist in a global guideline. The avatar and the self-representation The etymology of the word ‘avatar’ (avatara) comes from the Indian mythology. The word was used to express Vishnu’s descent among human beings. The avatar allows the god to act as a normal figure on earth. In the nineteenth century, the avatar meant ‘metamorphosis’. An avatar is thus the result of a process of transformation. The avatar is designed as an intermediary between two worlds. In video games, the avatar is the representation of the player in action in the game world. Generally in the world of video games, avatar locates the user in the world of signs. Its displacements are interfaced (through keyboards, joysticks, motion sensors, the avatar sends information in the diegetic space and can also receive some. The user interfaces transmit the reaction of the environment. The avatar is then an incarnation of the gamer's actual body through the prism of representation. Metaphorically, it operates an association (transfer, transformation, metamorphosis), between subject and representation, and between the real and the diegetic world. According to Fanny Georges in 2007, the selfrepresentation on the screen may be compared to multiple-choice questions: the individual selects semantic units, like building a Chinese profile, and the latters convey cultural connotations. To illustrate the difference between the transmitted message and the received 17 message, the author quotes Montaigne in Les Essais, ‘in order to paint and describe me to others, I painted me with colours that were not mine in the first place’. Moreover, Fanny Georges explains that the self-representations and on-screen avatars involve different characteristics. They convey four ideas: •They act: talk, thank and express feelings •They embody and represent a rite of a passage •They are a mark of power •They have a ‘symbolic’ dimension Self-construction on screen is a mean to escape from real life. This is to develop a social identity and convey messages and information. Thus, the specificity of the screen is to provide a representation of oneself visible from a third person view. Self-representation on screen mediates between self and oneself but also between oneself, the other and the world. We will then have to discover in our study, the way people consider themselves through their avatars and the weight that is given to social interactions according to the relationship gamers have with their avatars. Theoretical framework 1. Construction of gender as a social process 1.1. Gender, sexuality and identity To understand the relationship between gender and identity online and especially in MMORPG, we should first describe what we mean by ‘gender’. In her work Gender trouble (1990), Judith Butler questions the definitions of gender and highlights by the presumption of heterosexuality induced at birth. For her, belonging to one gender is defined by a moral law and gender is determined by culture. But the subject is ‘a male construction’ which excludes ‘the structural and semantic ability of the female gender’ (Butler J., 1990). Thus, she challenges the binary approach to gender and she highlights the existence of norms that seem natural to be reproduced. (Namely, ‘you are born a boy or a girl’). However, theorists question the creation of gender identity in a natural way. This is the case of Michel Foucault, 18 who revolutionized the binary approach (or you're a man or you're a woman). To him, the concept of a single sex was built for the purpose of social regulation and control over the sexuality. ‘We are in a society of ‘sex’, or rather a society ‘with a sexuality’: the mechanisms of power are addressed to the body, to life, to what reinforces the species, its stamina, its ability to dominate, or its capacity for being used. Through the themes of health, progeny, race, the future of the species, the vitality of the social body, power spoke of sexuality and to sexuality; the later was not a mark or a symbol, it was an object and a target.’(FOUCAULT M., History of sexuality, 1976, p147) The many possibilities that offered by the video games, especially WoW where a player can be a gnome, a worgen or a tauren, may affect the study of gender in virtual environments. Indeed, a player can be a male or female character in the game world and play anonymously regardless of his/her gender in the real life. In this way, the representation he/she has of himself/herself can be different. Thus, gender and sex is an act, but the author recognizes that sexuality and gender is our gender identity. Gender, in the work of Judith Butler, is the result of a construction according to the acts. It is a sort of ‘practice’ (‘a doing’). It is not mobile and it evolves. Thus, the identity of an individual is not stable, because in perpetual evolution, under a construction. Indeed, ‘Gender is the repeated stylisation of the body, a set of repeated acts within a highly rigid regulatory frame that congeal over time to produce the appearance of substance, of a natural sort of being’ (Butler, 1990, p43-44). It follows from the construction of each individual even though it may seem naturally established. But gender norms determine how the genre should be built. Complying with these standards is to become ‘legible as a human’ and then being understood. Thus, each built its gender. However, this is not a purely individual construction even if everyone can create its own gender. Indeed, it builds its gender for others as a ‘binding context'.’ It can be said that the terms (male, female) that develop our recognition as a human result of a social construction. 19 In saying that gender is ‘performative’ Judith Butler also shows that gender is not a choice everyday. The construction of gender is made from repeating standards. The philosopher uses the term ‘iterability’, she defined as ‘a regularized and constrained repetition of norms’. Thus, Judith Butler proposes to rethink gender in relation to heterosexuality imposed by society. According to her, the political construction created the category ‘woman’. Allows creating the kind of sex but it also helps to keep women in a context of domination, in a position of inferiority. Gender becomes a standard created by the political and cultural institutions that transforms the biological gender (the one we have at birth), in a socialized gender (resulting from the repetition of standards). Thus, we can ask whether this construction of gender is found in the space of the game choosing a character of the opposite sex, identification of the player's character will question the boundaries of the gender. This identification also explains how social norms can also affect the construction of an online identity. Indeed, the game space could then be space for male domination. However, what would it be about female players? We set out to uncover the different strategies and practices employed by female players in order to challenge the assumed male domination of WoW’s symbolic environment. 1.2. Consideration of self in everyday life When a person interacts with other individuals, they commonly try to obtain information about them. At first it will be to learn more about his ‘socio economic status, his conception of self, his attitude toward them, his competence, his trustworthiness’ as Erving Goffman says it (1959). Those are the first elements, which individuals naturally seek to inquire about each other in the physical world. This phenomenon may also be mirrored in online games as regards avatars and what they could reveal about their owners. These information are useful in real life social interactions since they enable people to know what to expect of someone, and then the best way to communicate with them. Conduct and appearance are the easiest ways to inquire details and they ‘allow people to apply their previous experience with individuals roughly similar to the one before them or to apply untested stereotypes to him’. Besides individual can rely on ‘assumptions, as to the persistence and generality of psychological traits as a means of predicting his present and future behaviour’. (Goffman, 1959) 20 Yet, this cannot be entirely applied as such in an online gaming context, since avatars do not systematically reflect the exact appearance of actual gamers. However, the choices that are made to elaborate an avatar also reveal a lot about the gamers’ wishes and desires and what they aspire to. ‘Many crucial facts lie beyond the time and place of interaction or lie concealed within it’ (Goffman, 1959). Namely the context has to be taken into high consideration when it comes to interpret the meaning of the appearance of an avatar. Yet Goffman’s ideas may be used regarding the analysis of the behaviour of a person, and here an avatar. According to Ichheiser’s (1949) terms, an individual acts and behaves in two possible ways when it comes to express oneself: intentionally or unintentionally. Indeed, Goffman suggests that two different kind of sign activity determines our capacity to communicate messages: the expression that an individual gives and the expression he gives off. The first one involves verbal symbols and the information that are neutrally conveyed in an oral way. ‘This is communication in the traditional and narrow sense. The second involves a wide range of actions that can be treated as symptomatic of the actor, the expectations being that the action was performed for reasons other than the information conveyed in this way’ (Goffman, 1959). An individual can then convey misinformation thanks to both of these types of communication, ‘the first involving deceit, the second feigning’ (Goffman, 1959). Even though we are able to study the way the avatar is made to act and behave, as it is also the case for its capacity to verbally communicate with other avatars within the game. The analysis will be more complex and deeper in an online gaming context since the avatars are already skewed in the way that gamers do not behave online as they do in real life. 1.3. Representation of women and the virtual male gaze Laura L. Sullivan’s study (1997) about self representation of women and the virtual male gaze points to the way that objectification of women is similar to and different from that in other media such as film and critiques. Sullivan also criticises the sexism of male media theorists of cyberspace. ‘Cybersexism’ would entail structural and psychological changes: male and female must examine the ways they are encouraged to participate in sexism and learn to make different choices. Sullivan lingers on two very important aspect of 21 ‘cybersexism’, namely feminist ideas about the male gaze and philosophical ideas about cyberspace. In 1972, John Berger published Ways of seeing in which he discusses modern visual culture by focusing on the way women tend to be objectified in cultural representations. From that moment, many cultural and literary theorists have been influenced by his work. Besides, this objectification speaks to a wide range of people and areas since it occurs both in high and low culture. As Berger said it ‘Men act and women appear. Men look at women. Women watch themselves being looked at’. In an article from 1975 called ‘Visual pleasure and narrative cinema’, Laura Mulvey draws the psychoanalytic framework in order to understand the gendered position of viewer and viewed, mostly in classical Hollywood cinema. Yet, we can forward this framework to the videogames area, since the popular clichés of female attractiveness and representation are considered in the same excess. (For instance, the character of Lara Croft is as attractive as unreal, just like most of the James Bond girls). Yet, several feminist critics pointed out the flaws of Mulvey’s theory. Indeed, unlike in video games, Hollywood movies, and especially such as melodramas which are directly addressed to women, tend to give more and more modern visions of women. While Mulvey’s feminist point of view lingered more on analyzing the way women were represented in movies, namely how the camera systematically films an actress from the actor/male interlocutor’s point of view with a high-angle shot to emphasize the height difference between the two protagonists and make the public aware that the female character is not in a position of strength. Feminist studies truly became interested in television in the 1970’s and 1980’s and the theory of the male gaze was modified again, for example feminist cultural analysts got interested in female forms of television such as soap operas and tried to describe the profile of a ‘resistant’ female viewer. We need to discover in our analysis about female players if such a profile exists in the online playing field. The ‘resistant’ female viewer profile then resides in the fact that women tend to have a more critical way of watching TV shows that are targeted for them, with a brander derision and irony. This profile is what feminist analysts linger on and this is the feminist advent in movies, the way they are perceived, not the way women are 22 represented because that point filled with clichés has trouble to evolve. Our main goal in studying avatars from a gender-oriented perspective is to combine this feminist perspective with the analysis of representations of female characters as gendered virtual bodies. The feminist optic allows us to focus on the objectification of female bodies in visual media and question the relations of symbolic power. Fredric Jameson (1981) asserts that the origin of women’s general oppression and uneasiness resided in the constant objectification of their faces and bodies in mainstream mass media. This statement truly emphasizes the paramount influence of media, movies and videogames in our lives and the way we perceive each other. By using and re-using the same codes and the same stereotypes over and over, they all end up fitting into one and unique scheme of representation that is adopted by the whole population and which affects our social interactions. Indeed, this idea is linked to Berger’s because, according to him, how we look gets translated into who we are and how much (self) worth we have. Berger (1972) adds that ‘women internalize this objectification and in turn feel bad about themselves, because no woman can ever measure up the stereotypes promoted by mass media images’. Roland Barthes (1980) also adds that women, and especially western women have been conditioned to attempt to project qualities all associated with physical appearance and sexuality (attractiveness, beauty, and often seduction itself). Women are then conditioned to look eminently photographable at all time, and speaking of photography there is an interesting link that can be made with gaming avatars as regards the look of others upon oneself. Indeed, some of the ladies that were observed by Barthes in a context of a photographic shooting revealed that feeling observed by the lens they would instantaneously make another body for themselves, namely transform themselves into an image. To him, this self-transformation for women, this posing is incessant: they are constantly remaking and reworking their bodies. Liberal feminist Naomi Wolf also articulates the paramount role of beauty imperatives in women’s oppression in The Beauty Myth (Wolf, 1991). Our task is then to discern the way that such imperatives operate in cyberspace. From that predicate we have to discover if a similar scheme is applicable to the creation of avatars, if women elaborate them with the same thoroughness, since in the virtual world this virtual character will embody their identity. 23 What is then relevant here is to study the way female gamers feel about their own bodies when playing through an avatar, how much and in which measures they feel a personal identification with their avatars. In order to understand the social effects of playing with gendered virtual bodies, we chose to also include the experiences of male gamers in our analysis, and investigate how they describe their interactions with female avatars and the role gender plays in those interactions. Thus, we will be able to analyze what is the true meaning of an avatar to a gamer and in which measures it mirror its owner’s personality. 2. Female users and their habits on the cyberspace Some new characteristics appeared with the advent of the World Wide Web, making it more specific to analyze the female body representation in this particular area. The feminist perspective asserts that the theoretical frameworks about cyberspace and mass media have been a field of gender struggle, as it was mostly led by male-oriented perspective (Sullivan, 1997). Indeed, Karen Coyle’s (1996) analysis of advertisements underlines an important statement: the computer culture was coded as male. Since the last decade, female users were considered a much smaller portion of Web user community than men (Borsook, 1996). A similar argument can be made by looking at MMORPGs, whose target is usually predetermined to be male heterosexual gamers. This is why it is interesting to study the way female gamers appropriate the games and especially the MMORPGs, considering how they penetrated to a domain which was considered to be a male-oriented one. As Berger points it out, this situation of male dominance not only determines most relations between men and women but also the relation of women to themselves. Thus the building of female virtual identities and bodies says a lot about the way they consider themselves in a virtual world where they have not always been said to belong to. Thus, the study of how female virtual bodies and identities are constructed can inform the analysis of avatars as self-representations in virtual worlds where women are usually not considered a significant user group. Our aim is to find out if this new technology and the social interactions internet allow in online gaming truly reinforce and amplify such oppressions in new ways or, on the contrary, weakens them by reducing pre-existing gaps. 24 On the other hand, when it comes to online gaming, gender and identity turn out to become ‘infinitely plastic in a play of images that know no end’ (Sullivan, 1997). Namely the personality and the body cannot be truly transcribed through a series of avatars, no matter how precise they may be. We believe that the wealth of the human personality could then never be entirely virtually transcribed. 2.1. Theorizing cyberspace and gender The advent of a gendered gaming culture suggests the possibility of plural existence of online worlds. The female gamer communities provide a resourceful new field to study gender in virtual environments; thus, attract various research disciplines that question the female appropriation of what was considered a man’s world. Sarah Baker (2011) led a study on ‘Playing online: Pre-teen Girls’ negotiations of pop and porn in cyberspace, and came to the statement that young people’s engagement with the Internet was equal to see cyberspace as offering a ‘virtual bedroom’, especially for girls, ‘often emphasizing the private or personal nature of online engagement’. Indeed, the bedroom being the prime physical site of girls’ ‘consumption of cultural artefacts’, Baker’s comparison seems appropriate. The online environment enables bedroom culture to be reproduced and the Internet may go as far as retaining the privacy of the bedroom in a way. Both the internet and the bedroom help young people to illustrate the role of individual space in identity, and especially young people identities. Sarah Baker adds that the bedroom gives us a useful metaphor for examining young people’s online cultural practices and that these practices that ensue from their identity are structured by their habitus. Indeed, ‘the girls’ exploration of identity using computers is structured by their habitus, what Pierre Bourdieu describes as ‘the embodied dispositions of biographical experience’. Through our study of avatars, we aim to find out if people elaborate their virtual bodies with elements of themselves they would only usually reveal in the intimacy of their bedroom. 2.2. The game as a masculine space Fox & Tang (2013) considers the game world a masculine space. It is also a place where anonymity is possible, which encourages harassment. According to the two authors, ‘Despite 25 the number of female gamers, video games have traditionally been perceived as a male space, an activity created by men and for men’ (Fox J., & Tang, 2013, 1). In view of interactions in multiplayer games, women, like other minorities, are subject to harassment. This is amplified if they do not have an attitude conforming to the expected behaviour. According to Yee in Maps of digital desires: Exploring the topography of gender and play online games ‘They (women) are constantly reminded of the intended male subject position they are trespassing upon’ (Yee, 2006, 93). In the experiment of Kuznekoff and Rose (2013) about a violent video game where the players use pre-recorded voices to interact, the female voice is found to receive three times the amount of negative comments than the male voice had received. A part of the commentaries reported traditional sexism (e.g. ‘get back to the kitchen’) and sexual harassment (e.g. ‘show me your tits’). Thus, the game is perceived like a ‘man’s world’ which contains a masculine discourse and where the women are considered ‘outsiders’. In fact, men consider that women violate the ‘normative sex role behaviour simply by participating in many networked games’ (Fox J., & Tang, 2013, 2; Taylor, 2006). But, what is the importance of the game space for men? For adolescent and young adult males, the virtual space of the game can be an important social resource to explore their masculinity and identity. Moreover, it’s a place to bond with other male and create interaction with people of the same gender. In addition, ‘in the realm of video games, males are likely to defer to their masculine social identity’ (Fox J., & Tang, 2013, 2). Video games are an environment where male identity is strengthened. Furthermore, ‘it is likely that the reinforcement of this identity will promote greater depersonalization and stereotyping of women over time’ (Fox J., & Tang, 2013, 3). In a study conducted with 300 participants (220 men and 75 women), Fox & Tang in 2013 studied compliance with masculine standards in video games. They identified two reasons for social dominance: The desire for power over women and the need for heterosexual selfrepresentation. Indeed, ‘by making sexual overtures to female players or demanding pictures of women’s breasts, male players are asserting their heterosexuality to co-players’. Moreover, the representation of women in the game suggests that the latters are powerless, ‘casted as either sex objects or damsels in distress’ (Fox J., & Tang, 2013). The aggressiveness of some players against women also has a link with the consumption of other media. According to Sharrer (2001, 2005), exposure to certain violent television content expose men to programs that encourage hyper-masculinity. We believe pervasive use of online games can result in 26 similar effects in people’s behaviour. The themes of video games may ‘increase hypermasculinity and promote greater sexism towards women’. (Fox J., & Tang, 2013, 5) The consequence of the behaviour of male players is a difficult relationship between men and women in these environments. Indeed, ‘women report negative psychological effects in misogynistic experience harassment’ (Fox J., & Tang, 2013, p5; Miner-Rubino & Cortina, 2007). According to these perspectives, we can consider WoW as a male-dominated social game space. However, the number of female players is constantly evolving. Then we can wonder whether WoW female players suffer this type of harassment and whether WoW male players repeats the social norms of dominance in game space. We assume that female players face the risk of being outsiders if they refuse to conform to the masculine social rules in game spaces. This assumption brings forth the virtual space of WoW also as a space for gendered social norms and sexism. The effects of interacting in such a gendered space would also have an impact on how female players represent their identities visually through their avatars. This may also have an impact on the relationships they have with male players and their gameplay strategies. 2.3. Motivations for the use of digital technologies and online gaming To study how people create their virtual bodies, it is important to understand why people play WoW. In other words, what are the players’ motivations for online gaming? Some past research show that achievement, socialisation and immersion in virtual worlds, such as what propose MMROPGs, are the mains explicit reasons. However, another study led by Billieux, Van Der Linden, Achab, Khazaal, Paraskevopoulos, Zullino and Thorens (2012), Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth, focuses on the relationships between players’ self reported motives and their actual in-game behaviours. The results demonstrate that ‘younger players appeared to be more motivated by advancement in the game than older players were’ and ‘both male gender and young age were related to a greater proneness to look for competition in the game, whereas female gamers and older players showed a greater interest in the discovery and the exploration of WoW’. It can be interesting to connect this result with our analysis. Indeed, the study about Gender differences 27 in mediated communication by Amanda M.Kimbrough, Rosanna E. Guadagno, Nicole L. Muscanell, Janeann Dill (2013) shows a new trend which reports that women connect more than men. According to the first study led on gender in the overall Internet use, we notice a paradoxical situation. Some results assert that there are no gender differences in terms of connecting (Fallows, 2005). According to these research studies, men and women differ in their motivation and use of time spent online. Weiser (2000, 2001) reports than men use Internet to read news and to play games and women more to use it more for interpersonal communication. To the ‘Gender differences in mediated communication: Women connect more than do men’ study (Kimbrough, Guadagno, Muscanell, Dill, 2013), women are found to be more frequent mediated communication users. Women use text messaging, social media, and online video calls more frequently than men. For instance, Facebook counts 57% of female users and 43% are male users. Given that social networks facilitate communal social interaction motivations, women are at the forefront of this technology (Taylor, 2009). These observations about gender differences are also found in other online virtual environments. For instance, Guadagno et al. (2011) show that in Second life women commit more in social interaction activities, such as meeting people and shopping, and men prefer activities such as building and owning things. That is why we believe it is important to connect this trend with the fact that women are more present in multiplayer online gaming platforms such as WoW, although they may not be as numerous as men to invade this world. Yet, as Muscanell and Guadagno (2012) show it, women are using mediated technology to connect more and more with people. Therefore, female gamers present an increasingly relevant social group for our work. Furthermore, it appears in the study about self-reported motivation to play online, that motivations are logically relied to the type of servers chosen by the players. Indeed, gamers playing on PvP servers were motivated by competition, whereas PvE servers gamers were more interested in discovering a new universe and did not subscribe for competition. The opposite relation was found in people playing on PvE servers. On the other hand, the study shows that relationship and socialization, as motivation factors, are more often linked to a 28 guild. Guilds allow players to be immersed in a social atmosphere. They can also group and raid easier and obtain more rewards. Maybe, this kind of motivations confirms the results found by Chen, Sun and Hsieh (2008), which highlighted the fact that guilds gathered competition-oriented players and were often created for the purpose of short-term objectives and rapidly dissolved of deserted by their members. Thus, we can observe two kinds of motivations: socialization and competition. Theses results may also be added to the gender differences in mediated communication. 2.4. The motivations of players: divergences according to gender D. Williams, M. Consalvo, S. Caplan & N. Yee (2009) examined how the players position themselves in the game world in relation to their gender. Yet, this study aims at identifying and understanding the reasons to play games, and explore the considerations women have for online activities. Indeed, ‘Video games have consistently been portrayed as a male activity’ (McQuivey, 2001), however the number of women now playing online games would seem to indicate a shift. As it is currently conceived, gender roles theories suggest that girls and women would not find in games an attractive pastime, and if they did decide to play, they would be deviating from traditional gender roles and activities. So are women using MMOs and deviating from gender roles simply to commit in a new leisure activity traditionally reserved for boys and men, or might they be using them for traditional female goals? As stated earlier, MMO games are social in nature, which is a draw for many players, male and female’ (D. Williams, M. Consalvo, S. Caplan & N. Yee, 2009, 703). In the world of MMOs, the motivations to play are often due to social reasons. The MMO games are suitable spaces to social relations between players who have the same interests. Indeed, ‘participating in MMO games offers players opportunities to interact with alikeminded others, including family and friends who play, as well as individuals met online’ ((D. Williams, M. Consalvo, S. Caplan & N. Yee, 2009, 703). Moreover, as noted M. Oliver & D. Carr (2009, 449), the ‘first contact with the game came from one of two sources: either prior knowledge of similar games (e.g., having played another MMORPG) or by being introduced to it by someone already known to the participant (typically, in this case, a partner). Several participants described having introduced other people to the game; playing was spread by personal recommendation’. However, players’ motivations are different according the gender. Indeed, ‘Female gamers— 29 both young and old—who play frequently believe that games can be valuable spaces for socializing, including playing with friends and family as well as meeting new people via games’ (D. Williams, M. Consalvo, S. Caplan & N. Yee, 2009, 702) whereas ‘men play for more achievement-oriented reasons’ (D. Williams, M. Consalvo, S. Caplan & N. Yee, 2009, p704; Yee, 2009). But, gendered is a also a moderator ‘by factors such as age’ (Malcom, 2003) and ‘selfstereotyping’ (Gallacher & Klieger, 2001), suggesting that gender is dynamic and can depend on things such as age, life situation, or race. Such findings paint a picture of a society where gender roles remain entrenched, although others appear to be shifting, at least at certain times or in particular contexts’ (D. Williams, M. Consalvo, S. Caplan & N. Yee, 2009, 703). 3. Female gamers in MMORPGs and their social presence by using avatars 3.1. Avatars and identification The interactions between the players are possible through the use of avatar, its evolution in the game space and the degree of identification of the player with his avatar. In the context of virtual worlds, the identification of user with her/his avatar depends on the level of interest of the consideration for the communities or the organization. Indeed, some users may identify with their avatars as a part of themselves; whereas in many cases, avatars in virtual worlds can be quite different from how their users really look. This identification with the avatar may be determined by an idealistic image of oneself. In addition, ‘the attractiveness of an avatar may be enhanced (decorated and beautified) through various virtual items’ (C. Kim et al., 2012, 1665). This implies that the attractiveness of the avatar has a role in the user’s identification. Indeed, the latter want to be like or act like a character. Hoffner and Buchanan (2005) define this concept as a ‘wishful identification’. Indeed, the user wants to emulate the character to use this role model for future action or identity development or to imitate a particulate behaviour in situation. Furthermore, the identification of players to their avatars could be twofold: either the avatar is part of themselves or an idealized version of them even. Thus, self-representation in the game and the choice of the avatar would be underlying to the attractiveness of the character. 30 Also, the identification of the user's avatar plays a role in interpersonal relationships within a virtual community. In fact, ‘user’s identification with their avatar had considerable influence on efficacy and trust’ (C. Kim et al., 2012, 1665). Thus, we can consider that the design of avatars and their visual characteristics have a significant role in determining the players’ social presence in the virtual communities of WoW. In their study, R.A. Dunn et R. E. Guadagno (2011) examined the influence of the gender, the importance of the personality (thanks to the Big 51) and the self-esteem on virtual selfrepresentation in the form of avatar self- discrepancy. The study was conducted among 174 participants who play the video game Neverwinter Night 2. This study shows that there is a link between gender, player’s personality and the choice of her/his avatar. In fact, it ‘indicates strong connection between people’s selection of avatars as a mean of self-representation and impression management’ (R.A. Dunn, R.E. Guadagno, 2011, 104). Generally, players choose avatars that differ from themselves but which correspond to social norms. However, the physical characteristics of an avatar are important and depend on whether the player is a man or a woman. The three most important aspects of the avatar, to the player, are the size, the skin tone and the attractiveness. Indeed, the results of the study show ‘gender was a significant predictor for differences in girth, chests, and heights. (…) Women did design avatar bodies that were less bulky (…) men selected bulkier avatar’ (R.A. Dunn, R.E. Guadagno, 2011, 104). The personality of the player has an impact on the choice of the character and on the way to represent oneself. These effects also show differences in relevance to gender. Dunn and Guadagno’s research points to the following personal traits: -‐ Agreeableness: the more agreeable male players want to conform to the idea that society ‘would value a big, muscular and masculine avatar’ (Dunn and Guadagno, 2011, 104) and similarly, the more agreeable female players ‘may not to be selecting smaller avatars as a means of reducing body bulk, which would be well within the line of the thin ideal’ (Dunn and Guadagno, 2011, 104; also Harisson, 2000; Harisson & Cantor, 1997). -‐ Openness: this study shows that there is a strong link between openness and avatar design. Open-minded players feel more connected with their avatars. In addition, 1 The Big Five personality traits are five vast domains to study human personality. This theory developed by Golberg in 1990, based on the Five Factor Model. The Big Five factors are agreeableness, openness, conscientiousness, extraversion, and neuroticism. 31 they use easier the word ‘we’ for describe themselves and their avatars. Often, openminded players say ‘their avatars shared their personalities’ (Dunn and Guadagno, 2011, 104). To sum up, ‘they may naturally see their avatar as a true extension of themselves’ -‐ Conscientiousness: the study shows that the most conscientious people create avatars that resemble them. -‐ Extraversion: The players who are introverted select attractive avatars. Indeed, ‘creating more attractive avatar can be seen as an effort to reach out, to attract more social interaction’ -‐ Neuroticism: neuroticism ‘served as a moderator for the effect of gender on avatar attractiveness’. Neurotic women want to present themselves in the best way possible. -‐ Self-esteem: Self-esteem plays a role in the creation of the avatar. According to the study, players with a lower self-esteem choose avatars, which are different from them. For example, in this research ‘people with low self-esteem were more likely to pick darker skin tones relative to their actual skin tones and to those people with high selfesteem (…) it is reasonable that people with low self-esteem may compensate for pale skin in such way (R.A. Dunn, R.E. Guadagno, 2011, 106). In the same manner, a female gamer with a low self-esteem could represent herself with a totally different female body in relation with visual aesthetic criteria. This mechanism could be analysing as compensation for this kind of female players. The results of Dunn and Guadagno’s study show that people use avatar as way of selfrepresentation, and they often choose their avatars to compensate for their own personalities. However, gender and personality can be moderators ‘to what has been the assumption that people always try to present themselves in the most positive light if afforded the opportunity to do so in a mediated-communication environment’ (R.A. Dunn, R.E. Guadagno, 2011, 105). Therefore, there is a strong link between the gamer’s personality, the gender and the perception of the other on the creation of the avatar. Indeed, personality is a significant moderator on gender effect in the avatar’s selection and creation. We can use the results of this study and apply them, with nuance, in our own research on the game WoW. Indeed, we can say that the choice of an avatar varies with the gender of the 32 player and her/his personality. However, these two variables, when combined together, could have a role either as differentiation or as a moderator in the choice of the avatar. 3.2. Virtual Communities In virtual communities, users share more or less the same common interests and goals. The virtual community, as an organization pushes the individual to find a group and interact with others. Besides, participating in virtual communities is a way to have a social support. The degree of social support plays a role in the identification of users to the community. The user finds gratification by the interactions with others in a mediated environment. According to the C. Kim et al, ‘in virtual worlds, users want to be connected with other users who can provide them understanding and emotional support’ (C. Kim et al., 2012, 1664). Moreover, in MMORPGs, players have the possibility of gathering in teams and guilds, to carry out joint missions, meet in institutions in the game (for example, bank and auction rooms), and in virtual cities, interact (chat), compete and collaborate. Martin Oliver & Diane Carr (2009) realised a study to understand how MMORPG, like World of Warcraft, could be a learning space. The study was conducted among couples to explore what has been learned and how it was taught but also ‘ to manage the potential complexity of studying social settings: couples were the simplest stable social formation that we could identify who would interact both in the context of the game and outside of this too’ (Oliver & Carr, 2009, 446). The two researchers based on the concept of 'resource management' (Carr & Oliver, 2008), which are divided into three points: ‘ludic (concerning the skills, knowledge and practices of game play), social and material (concerning physical resources such as the embodied setting for play)’. Oliver & Carr (2009) points to the importance of the ludic function for informal leaning. Players learn with exchanges of gaming experience. This demonstrates that the virtual space of the game is also a learning space. 3.3. Female avatars and sexism in game spaces Brian Christopher Hardison studies the case of the game ‘EverQuest’ in Coding gender: Performance and gender identity in a Synthetic world. This MMORPG offers many corresponding steps similar to WoW during character creation. In fact, players can choose a race, a gender, adjust its appearance (with limits of this program), choose a class and select a 33 name. This video game is also derived from the world of Tolkien and the fantasy tradition. We can therefore deduce that the cultural references are the same. In EverQuest 2, male bodies are muscular and show in very good physical condition. Bodies are well shown as ‘athletic’. ‘The male avatars are also designed and coded to walk and run with a normal human gait’ (B.C. Hardisson, 2012, p5). Clothes of the male characters are archetypes according to the chosen class (cloth for mage for example). However, the choices of clothing are neutral for the male characters. Indeed, ‘the standard non-armour consists of a short-sleeved shirt, pants, and boots’. It seems that clothing for male characters are ‘unremarkable, non sexual, and in keeping, for the most part, with real worlds expectations of male attire’ (B.C. Hardisson, 2012, p6). Instead, women's bodies and clothing are presented in erotic with sexualized clothing. Like the man character, the female avatars present ‘as being in superb physical shape’ but ‘they tend to be shorter and less muscular’ (B.C. Hardisson, 2012, p6). Moreover, the female characters are designed with a way walking with a catwalk model. Concerning the cloths, ‘the standard option is best described as having long, gathered sleeves, a closely fitted bodice, and full skirt reminiscent of forms of medieval attire’ (B.C. Hardisson, 2012, p7). However, there is not difference between the genders in term of power. In addition and according to Castronova, the avatar seems to be an extension of the player. It’s the extension of the body into the virtual space. Indeed, ‘the body is the tool by which the mind receives sensation and manipulates the environment’ (E. Castranova, 2005, p 45). The connection between the player’s body and the avatar is important. Thus, this connection can be the way to inscribe the gender in the game world and reinforce the gender stereotypes. Thus, the psychological bond between the real and the synthetic world is formed with the use of the avatar. This notion is ‘harmful to women as it reinforces and perpetuates highly sexist attitudes and it represses men do not adhere to culturally excepted performances of masculinity’ (B. C. Hardisson, 2012, p13). It is interesting to study how the characters are designed in World of Warcraft. If the female avatars are designed like in EverQuest II, the difference between genders are more marked. In addition, the representation of the woman’s body (proportions, clothes, perception of the avatar by the male player) can be presented with eroticism and meet the expectations of male players. 34 3.4. The avatar: towards a notion of non-gender? Donna Haraway in her essay A Cyborg Manifesto: Science, Technology, and SocialistFeminism in the Late Twentieth Century,2 defines the cyborg as ‘a cybernetic organism, a hybrid of machine and organism, a creature of social reality as well as a creature of fiction. Social reality is lived social relations, our most important political construction, a worldchanging fiction’ and continues by ‘The cyborg is a creature in a post-gender world; it has no truck with bisexuality, pre-oedipal symbiosis, unalienated labour, or other seductions to organic wholeness through a final appropriation of all the powers of the parts into a higher unity’ (D. Haraway, 1991). With the Cyborg metaphor Haraway shows that things, which seem natural, like the human body, are not: the representations are built by our ideas about them. This idea has some interest in feminism, to the extent that women are often reduced to the body itself. According to Haraway (1991), there is not notion of domination and individuality in the world of cyborg. The model of the family is non-existent; there is no waiting heterosexuality (questioning of heterosexuality as a social norm). With notions of class, race and gender that are imposed by social construction, we all belong to complex categories. Thus, ‘There is nothing about teeing 'female' that naturally binds women. There is not even such a state as 'being' female, itself a highly complex category constructed in contested sexual scientific discourses and other social practices. Gender, race, or class consciousness is an achievement forced on us by the terrible historic experience of the contradictory social realities of patriarchy, colonialism, and capitalism’. Haraway questions the sexual embodiment with the invention of the cyborg: ‘Gender might not be global identity after all, even if it has profound historical breadth and depth.’ Moreover, communication technologies are crucial tools that redefine the body. For all women, these tools challenge a new type of social relations. We can therefore deduce that the reconstitution of the body redefined the way of thinking the body in virtual space. According to Haraway (1991), the boundaries between man and machine are increasingly erased. Indeed, ‘It is not clear what is mind and what body in machines that resolve into coding practices’. Yet ‘bodies are maps of power and identity’. Cyborg and are subject to the same phenomenon of the importance of the body. The machine is a part of the human embodiment. 2 Donna Haraway, in Simians, Cyborgs and Women: The Reinvention of Nature (1991) 35 They are responsible for their operation, their place. Thus, we can extrapolate this theory and conclude that we are responsible for our avatars; we practice the power over them. The virtual space offers the possibility for everyone to create a different virtual body from the biological one. In this way, the biological gender (understood either male or female), framed by social norms, is the source of the dual male / female - dominated / dominant. Thus, the virtual avatar as an image of yourself (and as an extension of self) may be closer to the cyborg. Haraway redefines gender in a context of new global identity. Through the avatar, everyone can choose the metaphor, the incarnation, the representation itself. The choice is not biologically or socially established. Thus, the gender ratio is different here. The identity fluctuates. It challenges the boundaries of the genre or even the role of the body in gender of virtualization. 4. A semiotic approach to gendered bodies in MMORPGs 4.1. Connoted avatar, denoted avatar World of Warcraft offers to evolve into a fantasy world through characters that are the result of the creation of players. This creation of the avatar is part of the first step before starting to play. The avatar is loaded with meaning potentials because beyond the fact that it represents the fictional players’ alter ego, other players also interpret it through interactions. Each step of creation that offers Wow gives new meanings to the avatar. Therefore, the personal and social significance of this avatar is intentional and one of a kind. To understand how the avatars are designed as meaningful signs, we employ a similar approach to Roland Barthes’ (1986) examination of the rhetoric of the image. According to him, everything is a sign, thus: an object, an image, an advertisement, an individual, all these things can convey several messages. In an online game such as World of Warcraft, when the player creates the avatar, it is connoted by the sense that the creator wants to give him. This sense is itself, denoted through other players’ representations. However, the connotation has a specific goal of signification, which is the one produced by the creator. But, that could be interpreted in different ways by the receptors. 36 All signs are composed of a signified and a signifier. Both cannot be read separately. The signified stands for the mental representation of a thing, and the signifier is the linguistic tool used to designate that thing. For instance, in the context of the game World of Warcraft, the players will perceive the signifier differently than people who are external to the game. In fact, the creation of the avatar in World of Warcraft proposes a lot of signs that can be found in all the characteristics that players could choose (i.g. race, sex, class). These characteristics influence the final avatar in its strength, power and capacity to interact. Therefore, they have a direct contribution to the making of avatar as a social and semiotic object of study. Thus, as Roland Barthes says, the signs can be understood thanks to cultural knowledge, and refer to signifieds that are all global and one of a kind. Indeed, the message or the sense influenced by individual’s perception and experience. To Roland Barthes: ‘(…) the number of readings of the same lexia (of the same image) varies according to individuals (...) it depends on the different kinds of knowledge invested in the image (practical, national, cultural, aesthetic knowledge)’. Following Barthes, we will explore different interpretations with reference to each avatar in our analysis. Thus, we understand that all signs are systems of denotations and connotations. These systems can be understood in terms of paradigms. Paradigms are the semiotic systems in which we rationalize the world. They are socially and culturally generated systems of signifying meaning, and they can be specific to each community. For example, we will introduce a female player who chooses a dwarf as her avatar because this choice is her strategy to hide her femininity behind this avatar by representing ugliness. On the contrary, the receivers (other players) can interpret it differently (for example as a strategy of competition). To sum up, ‘the image, in its connotation, would thus be constituted by an architecture of signs drawn from a variable depth of lexicons (of idiolects), each lexicon, however ‘deep’, remaining coded’, Roland Barthes (1986). Nevertheless, our analysis considers the female avatars in virtual space as the lexia, which is composed of many signs. These signs correspond to a body of ‘attitudes’. It means that individuals have ‘idiolect’ (a specific reading way for each person). In our analysis of avatars as a sign systems, we will use players’ interviews to uncover exactly these different readings and how they come to life. 37 4.2. Communication and representation in virtual social contexts The game space is considered as an area of interaction and communication. However, if we consider that the game is a place where everything is a sign, we can also say that the avatar is a combination of signs. According to Gunther Kress (2010), all ‘communication is multimodal’. Communication can also use different media. Therefore, it is not only produced by verbal discourse. The generation of multimodal discourse also uses other senses and gestures. In the traditional model of the communication process between two interlocutors, a link happens in the form of a dyadic structure. This perspective is based on the schema of Shannon and Weaver (1948) and Saussure, who also implies the role of social interactions. The first person initiates a message and the second, after the reception, gives a feedback. The sender codes a message, which will be decoded by the receiver. Despite the fact that this theory of communication dominated the field during the late 20th century, it still describes the receiver as passive. To understand the relationship between gender (an avatar) and relations in WoW, Stuart Hall’s theory of coding - decoding is relevant. According to Stuart Hall, the production in the media is governed by a set of practices resulting from the social relations of production. The product takes the shape of a speech obeying to codes, which allows to give language its meaning and signification. This is the coding. The discourse circulates in the public sphere and is distributed to different audiences. At first the message is received. Then, the speech adapts to social practices, and it is transformed into a new sense. This is the decoding. In order to understand the importance of the choice of the avatar in gaming experience, it is important to understand that the message conveyed by the avatar has an impact on the game experience. The method of the “Coding-Decoding” allows us to analyze how are interpreted the “signs" (in the epistemological sense) and messages in the universe of WoW. Yet, participants in a communication process use various resources to create meaning, to demonstrate engagement and to improve their communications. In a perspective of collective meaning construction, signs would be made and remade in cultures, Gunther Kress (2010). Indeed, like in a virtual community, ‘members of a community participate in the renewing, 38 the remaking and the transformation of their social environment from the perspective of meaning’. The interpretation and the ‘recalibration’ are the base of a new meaning. In this way, the social is the motor of the semiotic change with a perpetual construction and production of the meaning. Thus, ‘communication is the response to a prompt; and that communication happens only when there is ‘interpretation’ Gunther Kress (2010). Thus, in exchange, the receiver decodes a message; it negotiates the meaning, and creates a new one. For an optimal communication and to create interactions, the interest of the receiver has a primordial role. Indeed, the interest triggers an attention and engagement mechanism. Then, the receiver will select, format and create a new meaning. The sign will become more complex and its meaning potentials will be enriched, Gunther Kress (2010). However, it is necessary to establish a distinction between our uses of the words communication of representation: -‐ The representation is based on interest and engagement. It helps to understand the world in which the individual finds himself with his own understanding. Indeed, the representation ‘is focused on me, shaped by my social histories, by my present social place, by my focus to give material form through socially available resources to some element in the environment’. -‐ Communication is the need to produce a representation so that it can be understood by everyone in order to obtain interaction. In fact, communication ‘is focused on social (inter-)action in a social relation of me with others, as my action with or for someone else in a specific relations of power’ Gunther Kress (2010). In addition, according to Kress (2010), representation takes place in social environment; whereas communication constructs a social environment. The two processes are produced by social interactions and happen in a social environment, such as a virtual community. Since communication constructs the social environment, the representations that are used in these environments may vary according to the social context. Representation of oneself consists in having interest in communicating with others. The self-representation that one gives is meaningful. The avatar makes sense to its creator. It builds communication through interpretation in the game. Then we can question the place of the avatar in the mechanism of representation and communication. Designing his avatar, the player will make use of resources that will be represented in the game world. The avatar, understood as a system of signs, is a vector of a message. It could be, at first, how to represent oneself in order to 39 understand the place in the game world but also the means to introduce oneself to others for social interaction. The interpretation of the message sent by the player through his avatar will be interpreted and reinterpreted. The significance of its design by the player will be different from the interpretation of other players. So we can say that the avatar has an important role in social interaction within the game world, in the semiotic way to represent oneself and in communication. 4.3. The signs system and the embodied experience in the game According to Gunther Kress (2010), ‘the core unit of semiotics is the sign, a fusion of form and meaning’. In addition, ‘all signs are metaphors’. We can consider, even from the literal definition of the Avatar (as a metaphor, representing God on earth), that it is a metaphorical extension of the player. It is an incarnation of the gamer in the virtual world (or in the game world). It is the mean to interact with others in virtual communities, but it also sends a message, simply through the mechanism of representation and interpretation. Thus, the place of the body in game space is crucial because it is the first way to be represented, interpreted and to interact with other players. To understand the importance of the virtual body in the establishment of the identity in the game WoW, it is essential to conduct semiotic analyzes of different avatars created by players in the cyberspace. To conduct these analyzes, Charles Sanders Pierce’s Sign Theory about signification, representation, reference and meaning will be used. According to Pierce, the sign is composed by three components: The representamen, which denotes the object (object of thought) through the interpretant (a mental representation of the relationship between the object and the representamen). For example: if we talk about a dog, the word ‘dog’ is the representamen, the object is what is referred to by the word, and the first interpretation is that we share the definition of the word: the concept of dog. However, Pierce distinguishes the Immediate object (the object as represented in the sign) and the Dynamic object (which is what the sign can not directly express, because the receiver interprets it with his own 40 experience). Similarly, it distinguishes the Immediate interpretant, (a probable meaning) which is likely to pop into the receiver’s mind who knows the code, the Dynamic interpretant (the special meaning formed in the mind of the receiver) and the Final interpretant, meaning that all of the receivers can agree. This process of interpretation is called Semiosis. With the process of semiosis, we can observe the creation of a new sign. According to Kress, ‘in the reception of a sign the materiality of modes interacts with the physiology of bodies’. If we consider that the avatar is the extension of the player’s body, the action and the behaviour of the avatar can be understood like ‘parallel performance for myself’, a ‘visible performance’. The gesture, the implied feelings and the actions of an avatar in the virtual space commit the player. But, the role of the environment in the process of semiosis is important. The representation and the interpretation of the body is different in the virtual space because the interpretation varies following to the context. In the game WoW, the player can be an orc, an elf, a human and a lot of other fantastic creatures. Thus, the interpretation of this extension of the body by the other player is linked with the semiosis because players in a game context, play in a fantasy world. In addition, ‘no sign remains, as it were, simply or merely a ‘mental’, ‘conceptual’, a ‘cognitive ressource’’. Sign is always associated to the reality. The identity is linked to the gesture. So, the identity cannot be only reduced to a mental concept. In this way, ‘identity is embodied and becomes more than a merely mental phenomenon, an ‘attitude’, maybe, that I display or perform’ Gunther Kress (2010). The sign will also be linked to the context, have a ‘stance in the world’ and will be supervised by the interest of the sign maker. There is therefore a crucial duality between form and meaning, framed by the subjectivity of the producer of the sign. Thus, the choices that lead to the creation of an avatar are important. For example, a player can choose a female elf or a male dwarf, as far as the mental concept of the avatar is embodied from aesthetic and performative characteristics. The body notion is also linked to gender notion with a logical representation. The sign producer in the game may choose his gender as a characteristic of his avatar. This results from a choice, which is a semiotic process. The reception of this sign, as the embodiment of the body, can be interpreted according to specific cultural norms in the context of the game which has a specific logic of representation. 41 Methodology Semiotic analysis (of avatars) supported by phenomenological insights (interviews) We articulated our methodology (semiotic analysis and qualitative approach), following to the testimonies of both male and female gamers. Indeed, we needed insights on the way women appropriated the male game space and men’s opinions about the evolution and the perception of female gender in the game, visually and within social interactions. 1. Qualitative approach As it was specified above, the research that we are leading is a semiotic approach to gender studies in multiplayer online gaming. To understand how women create their virtual bodies in order to visually represent their identities, and how their virtual identities affect the way they play the game, we chose to collect testimonies thanks to qualitative interviews. The former is presented as the semiotic analyses of the players’ avatars as multimodal signs. The latter will indeed offer us a higher precision in terms of gamers’ feelings about their way of playing. Therefore, 10 face-to-face interviews were performed. However, since we faced problems by reaching our contacts, which were mostly located in France, 7 out of the 10 interviews were actually done via Skype. Our target audience is then composed of five male and five female gamers. It seems relevant to us to linger on both men and women’s gaming experience, since men’s opinion about female avatars will be able to provide us a better understanding of the representation of women’s virtual identities in games. Besides we also plan to analyze the consideration of the issue of gender, for instance, when men choose to play the game by using a female avatar. Our aim is not to generalize the personal traits of all female Wow players with our analysis but rather to give insight analyses of a few qualitative cases through three pillars: the gamer’s habitus, the gamer’s avatar and the gaming experience. The gamer’s habitus part will try to go deeper in the gamer’s personal environment, namely we will try to determine which role plays WoW in their life and what led them to play this game in particular. Then, in second part of the analysis that is about gamers’ avatars, called the construction of gender, we will attempt to emphasize and understand the construction of 42 gender in the building process of a virtual identity. And eventually, in the part about gaming experience that will be titled the influence of gender in the game, we aim to uncover and understand the influence of gender in the context of the game’s social environment. Besides, we agree with Glaser and Strauss’ (1967) Grounded Theory approach, as they claim when a qualitative study is led, the number of informant is of less importance. Indeed the establishment of a nomenclature in order to understand results does not require a large group of interviewees since the number of informants participating in a qualitative research does not necessarily correspond to the population and therefor cannot be generalized to it. If the selection is convenient, efficient and gathers the needed criteria to try to help answer the research question, a small number of interviewees can be adequate, especially if one particular group is studied. (Esaiasson and al, 2002). Our interview participants show similarities and variations in terms of their game-play habits and interests so they could provide us with several different perspectives to our discussions on gender construction in avatars. This is the reason why we think a group of ten people is enough to observe and study. 2. Visual data: semiotic analysis We will start by analysing in details our interviewees’ avatars, by asking them about how they chose to elaborate it and what their specific choices meant to them. This work will help us understand the way people build their virtual identities and give us insights about the meaning of choosing one character over another, as well as different gaming options that will be transcribed into different assets. For instance, when your avatar is stronger in a particular area there are high chances for it to be weaker somewhere else. Question is, how do you decide which strengths and which weakness your avatar should evolve with. And what are the impacts of such choices. The semiotic focuses on the sign's intent and convention. It also focuses on the relation between signs and the objects they stand for. As we stated previously, everything can be defined as a system. Through semiotic analysis, realized on female gamers avatars, we dissect these systems. We are analyzing avatars created in WoW and their attributed perception. These observations will allow us to consider the social functions of the chosen avatars. 43 It is important to look at these images because they are carrying many significations. Those are the results of the influence of three factors. Firstly, we linger on the meaning given by the person who creates an avatar. Secondly, the shared meaning between the designer and the reader of the sign, here the avatar. And finally, we study one's interpretation. The avatar created by a player, on wow for instance, is important to understand how they represent themselves. Indeed, the representation is a way for the player to personify a character. This representation serves the comprehension of players’ inner selves in the world. It is therefore meaningful. Yet, the representation is also productive of communication and interpretation. According to Judith Butler (1990) gender is an element allowing one to read, understood. It is a selfpresentation for the other. The player presents himself through his virtual body. By choosing specific physical characteristics, players construct the sense, like a message intended to other players. The choice of the race, class and gender participate to the construction of this representation in the way that characteristics are related to the avatar’ performance. But it is important to understand that these choices arise from a narrative system such as mythology or the story of each class. These characteristics create a virtual body, which allows the player to interact with others players in the semiosis mechanism (Peirce, 1978). Thus, the avatar conveys a certain representation because it is the result of a combination of signs. The creation of a new representation will be based on player’s reception of the sign system. The avatar’s representation is constructed according to the norms of the space it evolves in (the universe of Wow). The different signs and the multiple interpretations interact together but also contradict each other. But, through this mechanism, signs are shaped in this virtual world by their own representations. The semiotic focuses on the sign's intent and convention. It also focuses on the relation between signs and the objects they stand for. As we stated previously, everything can be defined as a system. Through semiotic analysis, realized on female gamers avatars, we dissect these systems. We are analyzing avatars created in WoW and their attributed perception. These observations will allow us to consider the social functions of the chosen avatars. 44 It is important to look at these images because they are carrying many significations. Those are the results of the influence of three factors. Firstly, we linger on the meaning given by the person who creates an avatar. Secondly, the shared meaning between the designer and the reader of the sign, here the avatar. And finally, we study one's interpretation. The avatar created by a player, on wow for instance, is important to understand how they represent themselves. Indeed, the representation is a way for the player to personify a character. This representation serves the comprehension of players’ inner selves in the world. It is therefore meaningful. Yet, the representation is also productive of communication and interpretation. According to Judith Butler (1990) gender is an element allowing one to read, understood. It is a selfpresentation for the other. The player presents himself through his virtual body. By choosing specific physical characteristics, players construct the sense, like a message intended to other players. The choice of the race, class and gender participate to the construction of this representation in the way that characteristics are related to the avatar’ performance. But it is important to understand that these choices arise from a narrative system such as mythology or the story of each class. These characteristics create a virtual body, which allows the player to interact with others players in the semiosis mechanism (Peirce, 1978). Thus, the avatar conveys a certain representation because it is the result of a combination of signs. The creation of a new representation will be based on player’s reception of the sign system. The avatar’s representation is constructed according to the norms of the space it evolves in (the universe of Wow). The different signs and the multiple interpretations interact together but also contradict each other. But, through this mechanism, signs are shaped in this virtual world by their own representations. 45 Analysis of avatars and gaming experiences 1. Presentation of gamers The ten informants we selected for our study were all students. All of our informants are from France because we had existing contacts; therefore we had easier access and communication with the French gamers’ communities. Five of them were female players the five others were male players. One of the men was a casual gamer whereas three of the girls considered themselves as such. Thus, the 6 others considered themselves to be hardcore gamers. Female gamer number 1 (FG1) comes from France and currently studies communication in Denmark, she is 22 years old and has been playing casually for 5 years. She owns one male avatar that she shared with her boyfriend on a common account that they use together. Her avatar is a male night elf. Female gamer number 2 (FG2) also comes from France and is currently training to be a nurse. She is 23 years old and has been playing casually for 6 years. She created only one avatar as well, which is a thief bloody elf. Female gamer number 3 (FG3) lives in France and currently studies communication. She is 23 years old and has been playing on a regular basis for 9 years. She considers herself as addicted to the game. She possesses 7 avatars of different genders, races and classes. In the study, she expressed the wish not to be represented by a human or a dwarf avatar. Female gamer number 4 (FG4) lives in France and currently studies communication as well. She is 23 years old and has been playing almost every day for 8 years. Her avatar is a female human thief, and this is the only avatar she owns. Female gamer number 5 (FG5) lives in France and currently studies to be a hairdresser. She is 23 years old and has been playing casually for 8 years. Her only avatar is a female dwarf. Male gamer number 1 (MG1) comes from France and currently studies computer science in Denmark. He is 22 years old and has been playing on a daily basis for 3 years. His avatar is a 46 male long-haired zombie. This is the only avatar he plays with despite the fact that he created several other characters. Male gamer number 2 (MG2) lives in France and currently studies to be a paleontologist. He is 24 years old and has been playing casually for 4 years. His unique avatar is a male orc. Male gamer number 3 (MG3) lives in France and currently studies computer science in Denmark. He is 22 years old and has been playing on a regular basis since he was 14 and then stopped when he was 17 and has been a hard gamer for 5 years. Over all these years he had several avatars. He was using female avatars during his first years of playing and then male avatars. Now his avatar is a male troll. Male gamer number 4 (MG4) lives in France and currently studies in a business school. He is 24 years old and has been playing on a regular basis for 6 years. He built his only avatar trying to represent what his imaginary hero could be. His avatar is a male tauren. Male gamer number 5 (MG5) lives in France and currently studies computer science in Denmark. He is 21 years old and has been playing everyday for one year and a half. His avatar is a female dwarf. In order to analyze and understand our informants’ gaming experiences and the role they consider the gender plays in WoW, we decided to classify our results into three topics: Players and their motivations, self-presentation by gendered virtual bodies and finally gender and social interactions. The first section will outline the relations between the players’ personal and social environments and their reasons for playing the game. After the analysis of their general motivations, the next section will move the focus to the visual semiotic analysis of the avatars. We will outline the ways in which different players choose to represent their gender identities visually in their game characters. Finally, the third section will focus on the effects of their choices on their game-play experiences, and the ways in which socialize with others in the game world. Therefore, the analysis combines the visual semiotic approach with the analysis of social contexts within the social world of MMORPGs. 47 2. Players and their motivations Both male and female gamers that we interviewed felt attracted by the medieval-fantasy universe present in WoW, because they all had some previous experience of this kind before. Indeed they had all played games in the same style before. These games were mostly League of Legends, Diablo, Warcraft and other MMORPGs such as Starcraft and Counter Strike. MG1 ‘I started playing because I was a big fan of Warcraft 3’ FG1 and FG3 ‘Before playing at WoW, I played at Diablo 2’ We first try to understand why women wanted to start playing this game and how they could end up playing video games whereas it is mostly considered as a masculine space. Our interviews showed that most players were initially influenced by social acquaintances, as they were introduced to the game by either a friend, relative or loved one. FG1 ‘When I met my boyfriend, I found myself in a MMORPGs gamers community who used to have long discussions about these games, like Starcraft, WoW or Diablo, so I wanted to discover why these different virtual spaces mattered that much to them. It was also a way for me to share their passion and feel integrated’. FG4 ‘I first started playing because my best friend introduced me to this game.’ These testimonies reveal that the offline social contexts can have a paramount influence on the way people start playing. Especially in female gamers, this turned out to be an important reason for discovering the game and start playing it. The life partner also has a influence in the discovery of new experiences and interests. As shown in FG1 comment, this discovery can often be motivated by social reasons outside the game, such as ‘feeling integrated’ to a group or ‘sharing someone’s passion’. Indeed, previous research has shown that the ‘first contact with the game comes from one of two sources in the case of playing at WoW: either prior knowledge of similar games (eg, having played another MMORPG) or by being introduced to it by someone already known to the participant (typically, in this case, a partner)’ (Martin Oliver and Diane Carr, 2009, p449). 48 FG3 ‘I started to play because most of my friends are guys and were already playing. At the beginning it was just a way of getting (sic) more integrated in the group, but I really became addicted ’ In this case-scenario, it is interesting to notice that not only was FG3 influenced by her friends to start playing the game but she also considers videogames as an exclusive masculine space to begin with. And she is the one who penetrated into this masculine area to feel integrated. Although gaming has consistently been portrayed as a male activity, previous research has shown that the increasing number of women who play games would seem to indicate a shift (McQuivey, 2001). Therefore, it can be safe to assume that there can be a shift in female players’ motivations, rather than the need to feel integrated to a male-dominated community. Indeed, our findings point to various other reasons of female players for enjoying the game. FG2 ‘I was first attracted to this game because the universe and the scenery. I just loved the story of each category of characters, and the questing is really nice’. Female gamers also seem to be sensible to graphics in game design. The spectacle and variety of virtual environments in WoW’s design is another reason for its success in attracting the female players. Another significant motivation for WoW players is the chance to socialize by playing the game, both in online and offline worlds. The multiplayer aspect of WoW seduces female gamers who see the game as a mean to spend time with their friends and share a gaming experience at the same time and together in the same room. FG3 ‘I often play with my friends, we organize nights together to play together in the same room with pizzas and drinks’ Besides ‘female gamers (…) who play frequently believe that games can be valuable for socializing, including playing with friends and family as well as meeting new people via games’ (D. Williams et al, 2009, 702; Royse, Lee, Undrahbuyan, Hopson and Consalvo, 2007; Yee, 2006). Female gamers are then strongly motivated by the social aspect of 49 multiplayer online games, they see it as a way to meet new people and spend more time with their existing friends, experiencing the same game. Indeed ‘participating in MMO games offers players opportunities to interact with like-minded others, including family and friends who play, as well as individuals met online.’ (D. Williams et al, 2009, 703). MG3 ‘I have always had a very mechanical vision of the game, improving my personal skills is my main goal’ Unlike females, the main motivation of most male informant for playing WoW is to achieve personal missions and improve their avatar’s strength. Social interactions do not seem to be a factor of attractiveness to them, even if they may be able to enjoy it during the game, it did not trigger their wish to start playing. Based on our analysis of 10 gamers, personal achievements are the prior male motivation for creating and maintaining a virtual character in WoW. Male gamers are also attracted to the game for its narrative complexity and the possible improvements an avatar can gain thanks to achieving personal or team quests. MG1 ‘I was mostly attracted to the Warcraft universe and by the huge complexity of the game’ Yet, this assumption that men are more attracted to complexity and improvement than women needs a critical feminist perspective. Indeed, ‘men play for more achievementoriented reasons’ (D. Williams, M. Consalvo, S. Caplan & N. Yee, 2009, p704; Yee, 2009). Even though it may turn out to be true, these gendered expectations are more and more weakened as women penetrated the so-called masculine video gaming space and gradually become a significant part of the virtual communities. Indeed, ‘we have seen a number of women use MMOs, and with greater dedication and time commitment than men’ (D. Williams et al, 2009, 720). IN FG3’s comments, it is possible to notice the profile of a hardcore female gamer: FG3 ‘A typical day is something like waking up around twelve, turning on my computer to play until three or four in the morning’ Now we can also find female hard gamers who truly developed an addiction to the game and make us question the traditional gendered expectations. Thanks to this kind of testimonies we 50 can assert that the boundaries of video gaming as an exclusively masculine space become more and more blurred. The impact of the surroundings and friends is determining in their approach to the game. The differences between male and female players are mostly apparent when it comes to the consideration of the game as a space to gratify personal needs and fulfill expectations. Indeed, our initial assumption was that male gamers were more interested in the complexity and the different levels of narrative evolution offered by the game, whereas girls were mostly attracted by the social interactions and playing with friends. Eventually, these gender differentiation hypotheses needed to be reconsidered, as our analysis showed that the gaming space is getting more and more feminized thanks to the appearance of female hard gamers. Therefore, our next section of analysis questions the ways in which this changing MMORPG landscape allows women to present their interest in the game by creating gendered avatars as their virtual bodies inside the game world. 3. Self-presentation by gendered virtual bodies An avatar is the result of a transformation process. In video games, the avatar is the representation of the player in action in the game world. It is designed as an intermediary between two worlds: real life and game world. The gamer is the one who chooses how to elaborate their avatar, by picking a gender, a race and a class in WoW. Our analysis in this section primarily focuses on the ways on building such bridges between the two worlds by making personal representations. 3.1. Identification through an avatar’s gender We first tried to understand the reasons of the choice of gamers’ avatars. Our interviews with male gamers has shown that their motivations for creating an male avatar can be motivated by their own gender in the offline world, which shows that they have a specific way of identifying themselves with their avatars. MG1 ‘I wanted a male at first because I am a male (sic)’ 51 ‘I was a young rebel metalhead (sic) with long hair, so I had no other choice than (sic) making an undead with long hair’ MG2 ‘I chose a male avatar because I’m a boy’ Some of the male gamers do not really question themselves about their avatar’s gender, namely it was revealed that that most of them needed to identify with their virtual bodies at some point. Thus, they chose to create themselves male avatars because they are male gamers. A similar tendency to self-representation and identification with the avatar is also seen in the comments of female gamers. FG2 ‘I systematically chose a female avatar so that I could find myself in her, and also because of the aesthetics aspect, I did not like male characters’ design’ FG4 ‘When I chose my avatar I wanted to mirror myself, that is why I decided to play with a female human thief because all these things seem like real life in WoW universe’ FG5 ‘ I don’t see the point of this question. I took a girl because I am a girl’ These informants explain their need to see themselves in their avatars and reproduced their gender in the building of their virtual body. This wish for identification may be explained by different reasons. One of the female gamers (FG4) wished to visually represent herself in the game because humans are the only real-life looking characters in this medieval-fantasy universe and she needed some of her usual landmarks. Another one even considered the question are frivolous because it was completely obvious to her to create yourself a virtual identity that matches the most with your real life identity. A strong wish for identification is then widely spread and we often face ‘strong connections between people’s selections of avatars as a mean of self-representation’ (R.A. Dunn, R.E. Guadagno, 2012, 104). This phenomenon may be a part of an identity development process when the desire to create a similar virtual body could eventually end up, consciously or unconsciously, to have as much affect on the gamer’s attitude that the gamer has on their avatar. As explained in our theoretical section, Buchanan and Hoffner’s (2005) notion of ‘wishful identification’ can be used to explain this phenomenon. Indeed, the user elaborates the avatar and develops certain behaviors for identity building in the virtual world, while he/she reproduces some of his attitudes about body and representation in the physical world. 52 Thus we were made to understand that virtual life is a place where personal construction also has a chance to happen. Indeed, young people’s engagement with the Internet is equal to see cyberspace as offering a ‘virtual bedroom’, especially for girls, ‘often emphasizing the private or personal nature of online engagement’ (M.C. Kearney, 2011; Sarah Baker, 2011). Gamers actually need to know that they can achieve something in life or in virtual life by being themselves. 3.2. Beyond the gendered identification, the illustration of other choices MG3 ‘I don’t think my avatars represent me visually or personally, I mostly chose my characters appearances based on my tastes and what I found cool’ FG5 ‘My avatar (female dwarf) looks like a big cow! She is horrible and makes me laugh so I like her a lot!’ The choice of an avatar and its gender do not automatically respond to a desire of identification between the gamer and its virtual body. Indeed, the avatar’s main purpose is not to represent oneself exactly but also answer and illustrate other criteria, such as what is considered as ‘cool’ and other qualities like strength and bravery, but it can also have a ridiculous appearance whose goal will be to entertain its owner and make him laugh while they evolve together in the game. In some contexts, the avatar can be just a sexy image on the screen, with which the user interacts to play the game, rather than a personal representation, such as MG3’s comment below: MG3 ‘My first characters were exclusively females since at the time I was o horny hormone-raging teenager. Afterwards, I started maturing a bit and therefore started to create more identifiable characters, mostly male trolls’ In this situation, the avatar has another function; it does not always respond to a desire of self-identification. Adolescent and young adult males often use game spaces to explore their masculinity and identity’ (Fox J., & Tang, 2013, 2; Jansz, 2005). Indeed, gender swapping in virtual worlds has been used by young male players who did not know much about the other 53 sex. Using a female avatar then appeared as a solution to develop their sexual identity for MG3. This gamer actually never really talked to girls in real life when he started to play at WoW, and it was his only chance to have an interaction, an approach, with girls, even if it was only a virtual one. ‘ FG3 ‘One of my characters was a very ugly undead female (sic)(Figure 3), I decided to make it ugly and scary to really fit to its nature. I did not care about having sexy female characters? I just created characters with attributes and personalities I would like to be if I was (sic) for real in the game’ Another explanation for this gender swapping phenomenon is to want one’s avatar’s characteristics to match the medieval-fantasy universe they evolve in. this is a matter of accuracy and consistency. Besides, in this case, the female gamer even goes beyond this desire of consistency towards the codes of this specific universe, she claims that she refused to be represented by a sexy female human avatar which would have not matched at all with her Figure 3. All rights reserved. personal idea of attractiveness. Indeed, her interpretation of avatar reflects the idea of using ‘the body’ as ‘the tool by which the mind receives sensations and manipulates the environment’ (E. Castronova, 2005, 45). Thus, the avatar becomes an accurate tool to enter this fantasy world, so the chosen avatars are built according to what would match the most to such a particular universe. FG3 ‘I have seven different characters, three of them were really to start and to experience the game and to see what I like or not, the others are my real ones, the ones I am more comfortable with. They are of different genders, races, and specialties (…) my way of playing evolved’. Gender swapping can also be established as a gameplay strategy. Indeed, this female gamer has been using several characters from different genders, which led her to play strategically differently each time. She tried several characters before finding the one she would feel more 54 comfortable with. What is important here is that in order to find her virtual identity, she had to experiment different alternatives (different genders and different roles). FG3 ‘I did not want to identify with myself but I wanted my avatar to be a character in the game’. Thus, it was made clear to us that self-identification was not the only aim in the creation of a virtual identity embodied by a gendered body. Indeed, some gamers would experience gender swapping so that they could discover and explore another gender and, in the case of male gamers using female avatars, to confirm their masculinity by being in regular virtual contact with female gender. Gender swapping can also illustrates a desire to fit into the universe of the game, by elaborating a boorish avatar which does not match their true nature but would fit into their own idea and conception of medieval-fantasy world. Eventually, creating an avatar and not considering the gender as a paramount part of the identity, could also fall within a gameplay strategy that would aim at finding which avatar fits the most to a gamer by trying several of them before deciding. Indeed, when a gamer decides to try playing with several characters of different genders, races and classes in order to discover which one they feel more comfortable with to achieve quests and evolve during the game, it is considered as a gameplay strategy. 4. Gender and social interactions Gender is only one aspect in the multiple details we find in the creation of an avatar. When we change the gender of an avatar, switching from female to male in the creation process, we can notice that it does not have any affect on the character’s skills. Gender is then never determining as regards the strength other qualities of an avatar. Thus, the choice of the gender always ensues from other factors. The design of avatars then has many aspects, and gender is only one of them, and objectively one the less relevant as regards skills. The meaning of the gender then mostly appears when it comes to social interactions in the game. FG4 ‘I use my femininity to reach my goals’ MG5 ‘If you make believe to frustrated guys that you are a girl, they will help you and give you some stuff’ 55 FG3 ‘I don’t think it (gender) really influence my way of gaming, the only thing it had influence on was the fact that other players were more likely to help me’ MG2 ‘Some weird guys create girls to seduce other people’ In this case, gender is used to achieve missions and is a way to obtain what gamers need from others, may it be conscientiously or not. Gender is seen and considered as a strong manipulation tool by both male and female gamers who all experienced differences in their gaming process when they were playing with female avatars or confronted to female avatars. As we said it before, cultural stereotypes from real life are also reproduced in a virtual world. The gaming universe is then not ruled by brand new cultural codes, but is a projection of adapted stereotypes from real life. ‘Men act and women appear, men look at women, and women watch themselves being looked at’ (Berger, 1972). FG3 ‘I realized that the gender of my character has an influence on the way I could interact with other gamers. This is why I stopped playing with male avatars. When I started to play, there were nicer and really much more helpful, they crafted me items to help me to get stuffed, I had easier access to guilds, I was invited to raids and dungeons. It really made me life easier in the game; being a girl playing with a girl avatar opened me doors and helped me to create a strong and big network online.’ After noticing this situation, some gamers take advantage of it. FG 3 says she is aware of this side of the game and knew that it would ease her life in the game. This is why she uses this sexist situation to her benefit and only plays with female avatars now. Indeed, she declares that it gave her easier access to guilds, eased her social access and offered her more opportunities to improve her personal skills. Being aware of this special treatment and using female avatars, not for what they can do but for what they represent, can also be considered as a male-dominated perspective to female players. Thus, women with female avatars do not really suffer from the simple fact of being a woman in the game. Sexism is never quoted as being an issue for female gamers with female avatars. They are other more important issues that change the way people play the game. Selecting the gender is a visual detail in WoW, it does not change the character’s performance. Thus, if there is sexism in the game, it certainly does not appear right away, but this a process that is built within and along the game. As the comments above show, female avatars are also used 56 by female gamers to benefit from the influence their gender has in their social interactions. People’s social interactions within the game also depends on their participation and their time investment, as hardcore and casual gamers often express different sentiments about using their avatars to meet others in WoW, as illustrated in FG5’s comment below: FG5 ‘I think my way of interacting with others mainly depends on the character that I have in front of me. I also think that hard gamers interact more with other people and sometimes look for other people to talk to about their lives, their common passions, because they have no one to do that with in the real world’ In FG5’s opinion, hard and casual gamers do not share the same consideration of the game. Hard gamers spend larger amounts of time playing at WoW, and seize every chance they get to interact with other gamers’ avatars. To casual gamers, it is not that crucial to be extensively socially present in the game. Discussion of findings Our findings from the combination of semiotic analysis with player interviews have shown that players have different motivations and personal relations with their avatars. Both male and female players are attracted to WoW because of its high level of detail and the large amount of choices that are offered as regards the creation of an avatar. This is not the only common point between male and female gamers since both groups already had experienced online gaming before, and used to play games such as Warcraft 3 and Diablo 2. It is then revealed that WoW is a game complex and deep enough to attract and addict informed gamers. Moreover, male and female gamers mostly share the same way of discovering WoW, thanks to friends and relatives. In players’ appreciation of the game, the impact of the entourage turns out to be determining. Our results also showed that the major differences between male and female gamers appear when it comes to the consideration of the game in terms of its level of seriousness and intensity which accompany their gameplay. Indeed, men seem to be more attracted to the complexity of WoW, namely its wide number of quests, missions, scenarios and characters, as well as to the levels of evolution and the possibility of personal improvements. Unlike 57 men, most women first mention the social interaction aspect as an important asset of the game. The possibility of playing with friends, both online and offline, is to the greatest source of enjoyment in playing WoW for most of the female players. Regarding the creation of the avatar itself, our results revealed that gender was not the main guideline in the elaboration of a virtual identity. Indeed, people tend to create virtual bodies to represent other aspect of their identities: the wish to discover another gender or even to illustrate their own conception of qualities such as strength or bravery. Gender then appears not to be the pillar in the definition of our identity in the virtual world. This is why avatars’ creation is also ruled by personal tastes and interests (i.e. men who want to look at female bodies, or people who want to laugh and create the ugliest character possible to do so …) Most players have experimented game-play with several characters, varying in terms of gender, race and class. Gender swapping is then an important part in the elaboration of an avatar since a matching gender from a gamer to their avatar does not stand a priority in the avatar creation process. Gamers would rather emphasize other qualities. Elaborating an avatar can also means create a character that fits into this medieval-fantasy world, and in that case a troll or a dwarf are more convenient than a human shape. Swapping gender is even sometimes a part of a gameplay strategy, when gamers use several genders and characters before deciding on the one they feel more comfortable with n order to evolve in the game. The matter of sexism that could ensue from these gendered questions, does not seem to be felt as an issue from both female and male gamers. Indeed, in the avatar creation process, it is noticeable that switching an avatar’s gender does not affect its skills in the game. Thus, the gender never appears to be a criteria when it comes to define the strength or the power of a virtual body. Gender seems rather to be taking its whole meaning when social interactions within the game are broached. Indeed, gender then appears as a mean to reach goals and achieve quests by gaining favors from another gender, may it be conscientiously or not. To exemplify this, we have discussed how female players can receive treatments of favor from the male players when they use their female avatars. This approach may be considered as sexist, when gender is only used as a manipulation tool. Thus cultural stereotypes from real life are also reproduced in virtual worlds. The gaming universe does not erase any usual scheme of behaviors; people adapt their behaviors according to the need of the game 58 environment. Yet, sexism was not described as a serious issue by either male or female gamers, who acknowledge that it exists but adjust to it by using it for their own benefit. Thus, the main trends that were shown in our results is that the virtual world can also be a place where the development of the gender identity operates on a complex system of social and personal motivations, when young male gamers use female avatars to try to learn more about femininity for instance. Identification and signification are then two important aspects in the creation of an avatar, since no choice is random and always means something to the gamer, depending on what they seek into the game and what the game itself can bring to their personal development. 5. Analysis of avatars as gendered symbols The analysis of self-presentation and gendered virtual bodies in this section also includes the visual analysis of people’s avatars in WoW in order to understand what visual characteristics of the avatars are thought to reflect their owners’ personalities and their interests in playing the game. We will demonstrate our findings below by exemplifying the findings on two different avatars owned by two of the female players. FG2 ` Figures 1 & 2: Avatar of FG2 in World of Warcraft® (left) and FG2 in real life (right) 59 In the game World of Warcraft, this character represents an elf, although the avatar’s body shape resembles a human. There are many visual signifiers that define how this character is to be constructed as a meaningful avatar, including its race, class and gender. We can notice that it is a blood elf because its hands are red. Furthermore, the dagger that it holds in its hand means that it is a thief. In this screenshot, we can see that the character is a female avatar thanks to the stereotypically beautiful shape of its body. Indeed, this character has long hair, its facial features are fine, and its stomach is flat. This highlights the forms of her breast. The character does not have many clothing. It wears a strapless shirt, which covers its chest. It is wearing short covering tights. These are shaped like garters. However, the character will collect new clothes and armor throughout the progression of the game, and these additions will not only make it look different but also stronger and more agile. Similarly to male players’ identification with male gendered avatars, as shown above, this female player choses a female avatar to mirror her gender. FG2 ‘I automatically took a girl to find a little bit of me in it.’ However, she indicates that besides the gender, she did not want to physically entirely represent herself: FG2 ‘I don’t seek any connection between my avatar and me, instead, I wanted to create an avatar which had codes of beauty very different from mine.’ So she chose this avatar because the feminine aesthetic of the characters attracted her more than males’. Besides, the choice of her avatar’s class was the most important criteria to her, she did not mind about the design, even if this one was similar to thieves’ avatars, which are relatively undressed most of the time. Moreover, to some gamers, this thief elf is a part of a weaker race than others. FG1 ‘I noticed that races can be perceived differently. (…) some characters are in my opinion better seen than others. When I created my avatar, I was with a hard gamer who advised me not to take the thief elf. To him, this race was less "strong" than others and less well regarded by the gaming community.’ 60 This first testimony clearly reveals that the message the creator of this avatar wants to convey is different than its general reception. We are made to notice that the gamer elaborated her avatar by using her own semiotic codes about beauty. This being said, we can deduce that her beauty codes match an idealistic vision of women in the game. These codes are considered idealistic in the extent that her female avatar appears to be highly sexualized, wearing tights, a garter and a strapless top. FG3 Figures 3 & 4: Avatar of FG5 in World of Warcraft® (left) and FG5 in real life (right) The second example shows a different way of personalizing the avatar to convey meaning. FG3’s avatar is a female tauren. It has longer arms and legs, whereas the bust seems short and the character looks vaulted. Unlike the rest of the body, the arms, legs and extremities are greater in size. Thus, we can deduce that this character has unique characteristics of visual attributes that are different than human proportions. Indeed, the members of the body, which correspond to the hands and feet are animalized: the legs seem to end with ‘hooves’ and the feet are thick. As to the face, what is striking is the character’s phosphorescent eyes that are almost completely hidden by an armor and an impressive helmet. Blue lights are present on the blue armor that has ‘peaks’ on top of the shoulders. In the game WoW, the chaman characters stand for the 61 mysticism. Indeed, the role of this class is to be a “spiritual guide”. In this way, smoke which escapes of the character’s armor, which also contains blue lights, participate to creating the religious and magic aspect of chaman taurens. When the gamer talks about the creation of her avatar, we notice that she also chose a female avatar because she is a girl. The choice of the gender is thus considered obvious for her. However her wish to be a tauren in the game seems to be a personal and a non-strategic one: FG3 ‘The first thing that am sure, was that I do not want to be part of the Alliance; all my characters are from the Horde. The Alliance is not really appealing to me, it is the “good side”, the Humans, the Dwarfs... I am more attracted by the “dark side” and I create (…) Taurens.’ She did not want to convey a feminine image or an image that looks like herself in real world. However she wanted something that would entertain her. FG3 ‘I have few avatars (…) and I choose the tauren because without her (sic) armor, she looks like the characters in the Orangina advertisement’3 Moreover, it is hard to notice any objectively attractive signs about female gender in this character. It represents the ugliness and the opposite of femininity. In contrast, the female tauren conveys an opposite representation to what one might see in other videogames. In this respect, this avatar challenges the feminine stereotype, which turns it into something intriguing and interesting. The avatar is bodily dehumanized. Furthermore, the avatar does not appear as a feminine figure. Indeed, the avatar’s disproportionate body does not match the anatomic model of women, with the main assets that constitute it. We can notice through these two analysis that the visual representation of the feminine gender do not always result from an identification process with the gamer’s body. Indeed, 3 The link of the Orangina (brand of beverage) advertisement: http://www.youtube.com/watch?v=NweyFpEiaNg 62 FG2’s avatar represents an idealistic version of the feminine body, whereas FG3’s character is far from it. The tauren chosen by FG2 is consciously built on opposite visual norms to the female anatomic model, and even to the human anatomic model. In this is way it is dehumanized. Thus, the representation of the female gender does not depend on universally shared assets. These two gamers’ identifications are partly coming from the fact that they chose to be represented by a female gender (gamers are allowed to choose their gender from the very beginning of the game). As we just demonstrated it, this gender is mentally preestablished because it is not only defined by physical characteristics. An avatar is gendered from the beginning of the game. The gamer does not necessarily need a gendered building of their avatar’s body modeled on theirs. 63 General conclusion In the course of this research project, we came to notice that the gender of an avatar is not one of the most important pillars in the creation process of a virtual identity in WoW. Our findings have shown that the players’ personal tastes, their interest in the narrative consistency of the medieval-fantasy universe, and their wishes to elaborate the best gameplay strategy have remarkable influence in the building of an avatar. Furthermore, these motivations are not specifically gender-related, as both female and male gamers mention. Yet, the forms of identification through one’s avatar differ from one gamer’s gender to another. Female players may just be more sensitive to the design and general aesthetical appearance of their avatars than men. Following this line of thought, these differences can be explained by the different considerations of female and male gamers about the game world. Indeed, most men see the gaming space as an area of development, whereas most women consider WoW a platform to socially interact with others. This being said, it is easier for men to fit in the gaming space since it has always being considered as a masculine space, whereas this is for this precise reason that women cannot see it as an appropriate area of development to them and need to find other means to open up in this area. Yet, it is also not reasonable to claim that women are in a deviance position in the game, since they have been invading more and more this so-called masculine space in the last decade. From that postulate, it can be argued that gender differences in the gaming space become apparent in the mediated interactions of people, through the social norms that are integrated and reproduced there. The avatar creation process itself, which is the very beginning of game-play, does not present a particularly sexist context, to the extent that characters posses the exact same skills, and switching genders cannot affect this phenomenon. The idea of sexism, if there is one as clear and as such, then comes up later. This is rather in the representation of the avatar by its owner and other gamers, and in the ways the players interact and modify their interactions mainly based on the avatars’ gender, that an idea of sexism may be found. In such cases, gender might be considered as a core influence in people’s social interactions in game worlds. Thus, our research has helped us understand how the avatars represent certain meaning potentials to their owners, and how these representations determine the way they play the game. Sexism, in its mainstream definition, was then not as present in the game as we 64 expected it, or at least under a different form. 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