Sponsor
Portland State University. Department of Communication
First Advisor
Priya Kapoor
Date of Publication
1-1-2011
Document Type
Thesis
Degree Name
Master of Arts (M.A.) in Communication
Department
Communication
Language
English
Subjects
Communication, Gender-bending, WoW, World of Warcraft (Game), Video games -- Social aspects, Gender identity
DOI
10.15760/etd.421
Physical Description
1 online resource (xii, 119 p.) : col. ill.
Abstract
According to a 2009 study, 68% of American households played video games (Entertainment Software Association). With this number continually on the rise, video games and their cultures are in need of further scholarly exploration. A video game of particular interest is a massive online game known as World of Warcraft, drawing over twelve million players worldwide (Blizzard Entertainment, 2010). With a cyberspace-based culture, World of Warcraft exposes its players to phenomenon that are unique to it, and thereby not easily understood through the same measures and evaluations offered by society at large. One such phenomena is that of gender, or more specifically the bending of gender by which players assume characters of the opposite gender. Although a common practice in video games like World of Warcraft, its motivations have yet to receive adequately scholarly attention. The present study seeks to explore the process of gender selection in the massive online game World of Warcraft through qualitative methods utilizing interviews, texts, and field notes. The data is then analyzed using Kellner's (2003) methods of critical analysis of media and Langian's (1975) work on thematization.
Rights
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Persistent Identifier
http://archives.pdx.edu/ds/psu/7372
Recommended Citation
Gregory, Clairellyn Rose, "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft" (2011). Dissertations and Theses. Paper 421.
https://doi.org/10.15760/etd.421
Comments
Portland State University. Dept. of Communication