Heteronormativity in Virtual World Design: Character Creation and the Limitations and Opportunities for Playful Expression in World of Warcraft and Amtgard

Abstract

The purpose of this research is to highlight the limitations and opportunities for playful expression of gender identity in character creation systems of virtual worlds, and how these might work to reinforce, or disrupt, the heteronormative imperative. The primary sites considered in this analysis are the video game World of Warcraft and the live action role-playing game Amtgard. I provide evidence that while the World of Warcraft's character creation system is sexist and works to reinforce heteronormative ideology, Amtgard's relatively ambiguous design provides opportunity for disruption of these norms. Participant research with Amtgard players demonstrates actual instances of Amtgard's more flexible character creation system being utilized in expression and exploration of gender identity which resists the heteronormative imperative. Based on this, I call on game developers to reject designs which necessitate selection of gender from within the traditional binary and embrace more ambiguous design in development of character creation systems.

Author Keywords: Avatars, Game Design, Games, Gender, Identity, Virtual Worlds

    Item Description
    Type
    Contributors
    Creator (cre): Kirby, Ryan Alexander
    Thesis advisor (ths): Mitchell, Liam
    Degree committee member (dgc): Pendleton Jimenez, Karleen
    Degree committee member (dgc): Manning, Paul
    Degree granting institution (dgg): Trent University
    Date Issued
    2022
    Date (Unspecified)
    2022
    Place Published
    Peterborough, ON
    Language
    Extent
    126 pages
    Rights
    Copyright is held by the author, with all rights reserved, unless otherwise noted.
    Local Identifier
    TC-OPET-11004
    Publisher
    Trent University
    Degree
    Master of Arts (M.A.): Cultural Studies