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The roles that men and women occupy in what has come to be known as the multiverse-that is, various graphical online environments such as EverQuest, World of Warcraft, or Second Life (which is more of a social virtual world than a game)-have been a matter of much debate and even more confusion and misunderstanding. The central issue of gender in virtual worlds seems to be whether the practices of gender stereotyping have been appropriated by the various online communities or whether, given the relative creative freedoms and anonymity of the multiverse, they have also begun to fade. This article addresses the questions of whether gender stereotypes exist in the multiverse and, if they do, what forms they tend to take. First, the persistence of stereotypes within virtual worlds is considered, and second, the ways in which these stereotypes are changing (but certainly not disappearing) is addressed.

“Traditional” Gender Roles in the Multiverse

Although the numbers of female video game players within the multiverse have risen over the past decades, currently making up about 40 percent of all participants, a number of gender stereotypes remain. This is so partly because gender roles in the multiverse are largely a function of the stories, films, and video games that are the influences behind its worlds, and as such, are often made up of detailed, customizable, computer-generated stereotypes that move about and interact in environments that can range from mundane to fantastical. Pictures of well-muscled, fully armed, aggressive male avatars and of scantily dressed vixens are common, but so are nonhumanoids, many of whom nevertheless retain some male or female identities and characteristics. Within the universe of Second Life, participants are initially given two choices of avatar gender-male or female-and are offered ways to design and redesign their avatar once its gender identity has been established. Given this choice, a number of participants who decide to customize a female avatar (regardless of their real-life gender identity) tend to design a body with exaggerated features, such as a large bust; a tiny waist; long, flowing hair; and overly long legs. Those who choose a male-appearing avatar tend to create, among other things, a muscular, tall, broad-shouldered body. The female-appearing avatars will often pose and move in a more seductive manner, and their sitting and standing positions are often deliberately designed to signal their femininity, as often does the higher pitch of their “voices.” Indeed, Second Life's visual, highly interactive, and customizable platform often serves as host to a variety of stereotypical gender modeling that emphasizes not a broad spectrum of gender identities but hypersexualities.

Body types and manner of movement are not the only elements of game play that seem to retain much of the physical world's gender-based stereotypes. Avatar behaviors and interactions are also often assessed and interpreted through the lens of gender stereotypes. Research has shown that in EverQuest, players offer more assistance to female-appearing characters than they would to male-appearing ones, to such an extent that a number of (real-world) males choose to appear as female avatars. Other studies have suggested that while within the multiverse, one might retain strategic advantage if playing as a female character because one is perceived as a player of lesser ability (and thus lesser potential threat or competition). However, players have also indicated that certain disadvantages still exist in game play as a female avatar, including sexual harassment, unwelcome propositions, insults, requests for cybersex, and assumptions that a character's female identity signaled lesser abilities or intelligence.

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