Dumitrica, D., & Gaden, G. (2009). Knee-High Boots and Six-Pack Abs: Autoethnographic Reflections on Gender and Technology in Second Life. Journal For Virtual Worlds Research, 1(3). doi:https://doi.org/10.4101/jvwr.v1i3.323
The aim of the study: we might think Second Life was designed to simulate "real" world, a brief experience in this virtual world how ever, would prove us wrong. Second Life gives the residents the feeling of living in a surreal life.There is no limitation for imagination and creation in SL.The reviewed article tends to study the behaviour cues in SL according to one's self-presented gender identity. Keep that in mind; gender identity is something different but not separated from sexual identity.
Methods of the study: The qualitative research is in an autoethnographic approach. Two researchers chose their avatars and roamed around SL trying to experience from a resident point of view. They wrote a daily journal based on their day-to-day experiences as well. In this approach, researchers analyse not only the virtual environment but they also look critically at their reactions thought and assumptions. They had both individual and group field experiences.
Findings: The study points out the power of social and technical mechanism of SL. The environment offers gender binary options for avatars' look and behaviours e.g. scripts which provoke materialised feminine/masculine identities.
Another significant finding is the correlation of technology knowledge and the representation of gender identity. In simple words, a layperson with an average knowledge in practising software technology would have a hard time having a modifying their avatar in the way they would want it to be. The pre-existing gender binary standards are greatly materialised and sexualized in SL.
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