Virtuella spelavatarer: könsstereotyper i League of Legends

Detta är en Kandidat-uppsats från Lunds universitet/Avdelningen för ABM, digitala kulturer samt förlags- och bokmarknadskunskap

Sammanfattning: This thesis investigates if stereotypes and norms are projected in the virtual world. The study specifically aims to understand this through delving into the virtual game League of Legends to inquire if and, in that case, what gender stereotypes are used when constructing gaming avatars. Lastly, our thesis aims to answer and give an explanation for why this occurs. This dissertation is based on two qualitative methods: interviews and focus groups, conjointly making up several hours of material. This information was hence an important asset in understanding and investigating if, what and why gender stereotypes are used in gaming avatars. Previous research states that the internet and online worlds are a reflection of society. It is therefore also a scene where social norms, attitudes, and stereotypes are transmuted and ever- existing. Additionally, this conjunction has resulted in a virtual online society where racial, geographical and gender borders can be crossed and expanded. As League of Legends has formerly been criticized for representing gender in a discriminating and sexual proneness, our aim has been to grasp an understanding of why and how this occurs. We have been examining specific League of Legend gaming avatars' personality traits and characteristics to conduct our study. In the final discussion of our research, we have concluded that gaming avatars are constructed in a sexual, exaggerated, and attractive way. This was deduced through theories based on gender representation in video games, calculating previous research as well as analyzing our own data. The reason for why this occurs can be summarized as desired qualities from the League of Legends target group as well as social-psychological explanations that gamers impose upon a forum where their deepest desires, dreams, and ideal versions of themselves can be externalized. To sum up, female and male gaming avatars do embody society's ideal gender stereotypes.

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