These abstract themes can be classified as a game's "values": elements that are "useful or important" to game designers and their audience.Įxploration of values in games was spearheaded by Values at Play, which described how values manifest in games and advocated for their explicit consideration within games and their discourse. Pro-social themes like empathy and wellbeing are gaining popularity within games to contrast the medium's stigmatised explorations of themes like violence, often to catalyse reflection or even change players' beliefs surrounding complex scenarios. The lack of differences based on sexual orientation and gender traits shows that video games offer an environment for everybody and thus have the potential to bring people together. No other differences were found for game genre selection. They reported playing puzzles more as well. Additionally, LGB people spent more time playing video games than non-LGB people. LGB people showed less competence and intuitive control motivations. Similar results were found for sexual orientation. Negative masculinity increased competence and relatedness while negative femininity decreased autonomy. Only certain gender traits are linked to specific gaming motivations. Participants ( N = 198) answered questions on gender traits (positive/negative feminity/masculinity), gaming motivations, enjoyment, sexual orientation (32.0% of the sample belonged to the lesbian, gay, and bisexual community, later LGB community), and demographics. This study investigated gender traits and sexual orientation to further explain why people play games and what leads to gaming enjoyment. Video game avatar customization can be a key part of the gender exploration and affirmation for some TGD adolescents.Įxisting research has focused on sex and gender to explain video games playing motivations and enjoyment. These novel findings underscore the range of positive impacts avatar cus-tomization can have for TGD adolescents, particularly for youth with gender dysphoria. Thematic analysis revealed four primary themes including that (1) video game avatar customiza-tion offers a low stakes environment for gender exploration, (2) avatars offer both internal and external validation of gender identity and transition goals, (3) avatars allow players to enact aspirational appearance goals, and (4) video games and avatars offer immersion and escapism for TGD adolescents. To address this gap in the literature, in-depth, semi-structured qualitative interviews were conducted with ten TGD adolescents about their experiences with avatar customization. However, very little is known about the potential positive influence avatar customi-zation has for this group of youth. Many TGD youth use video games to cope with stress and access informal networks of support. We discuss qualitative themes we describe as quasi-acceptance and privileged allyship, that build on previous literature about how players of color interact with – and may feel resigned about – representation in games.Ģ022): "You can't be deadnamed in a video game": Transgender and gender diverse adolescents' use of video game avatar creation for gender-affirmation and exploration, Journal of LGBT Youth, ABSTRACT Transgender and gender diverse (TGD) adolescents experience mental health challenges at higher rates than cisgender peers due to a combination of minority stress and gender dysphoria. We identify quantitative differences in responses of participants of color and White participants, such as participants of color spending more on average than white participants on skins in the games they play. We distributed a survey through social media and to gaming communities online and analyzed 158 responses. We analyze this intersection within the practices of selling and purchasing skins in games. While previous research has looked at player identity, representation in gaming media and players’ purchasing practices individually, few scholars have looked at the intersection between all three. In this article we examine some of the potential costs associated with skins beyond their price tag, especially those felt by players of color, given a normative – free – white default. Skins may be an opportunity for developers to offer – and players to purchase – alternative demographic appearances. Players may use these transactions to purchase in-game advantages, or cosmetic features such as ‘skins’, which change the way a player’s avatar looks without influencing gameplay mechanics. Microtransactions are a relatively new feature of video game software involving the purchase of in-game items, often using real money.
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