Avatars, Gender and Sexuality for Brazilian Players on Rust

Authors

  • Mayara Caetano

Keywords:

avatars, gender, sexuality, rust, brazil

Abstract

This study aims to understand what the aspects are that make players identify with and relate to avatars, including discussions on issues of gender and sexuality. To carry out this research qualitative experiments were conducted using gameplay sessions and semi- structured interviews. The Massive Multiplayer Online game Rust (Facepunch Studios 2013) was chosen for empirical study because of its gender-based system, a controlled variable for the experiments. Volunteers from the study were divided into two groups: one with the gender of the participants matching the gender of the avatars they controlled; the other not matching. From the results we were able to determine: the level of identification between player and avatar was not so important and did not affect how they played; there were mixed feelings about the race of one of the avatars in the experiment; having avatars appear nude also made the participants feel uncomfortable, especially regarding the male avatar; female participants responded to gender questions more easily than males; overall, the participants were not aware that they were playing a game related to gender swapping; and even though they were not comfortable speaking about sexuality, the participants were able to recognize patterns in the representations as well as critique them and offer other suggestions.

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Published

2018-01-01

Bibtex

@Conference{digra943, title ="Avatars, Gender and Sexuality for Brazilian Players on Rust", year = "2018", author = "Caetano, Mayara", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/943}", booktitle = "Proceedings of DiGRA 2018 Conference: The Game is the Message"}