Gender swapping and socialising in cyberspace: an exploratory study

Hussain, Z. and Griffiths, M.D. ORCID: 0000-0001-8880-6524, 2008. Gender swapping and socialising in cyberspace: an exploratory study. CyberPsychology & Behavior, 11 (1), pp. 47-53.

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Abstract

Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years (M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment.

Item Type: Journal article
Publication Title: CyberPsychology & Behavior
Creators: Hussain, Z. and Griffiths, M.D.
Date: 2008
Volume: 11
Number: 1
Identifiers:
NumberType
10.1089/cpb.2007.0020DOI
Rights: This is a copy of an article published in the CyberPsychology and Behavior © 2008 copyright Mary Ann Liebert, Inc.
CyberPsychology and Behavior is available online at: http://www.liebertonline.com.
Divisions: Schools > School of Social Sciences
Depositing User: EPrints Services
Date Added: 09 Oct 2015 10:58
Last Modified: 09 Jun 2017 13:45
URI: http://irep.ntu.ac.uk/id/eprint/20769

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