The Role of the Avatar in Gaming for Trans and Gender Diverse Young People
Helen Morgan,
Amanda O'Donovan,
Renita Almeida,
Ashleigh Lin and
Yael Perry
Additional contact information
Helen Morgan: College of Science, Health, Engineering and Education (SHEE), Murdoch University, Perth, WA 6150, Australia
Amanda O'Donovan: College of Science, Health, Engineering and Education (SHEE), Murdoch University, Perth, WA 6150, Australia
Renita Almeida: College of Science, Health, Engineering and Education (SHEE), Murdoch University, Perth, WA 6150, Australia
Ashleigh Lin: Telethon Kids Institute, The University of Western Australia, Perth, WA 6009, Australia
Yael Perry: Telethon Kids Institute, The University of Western Australia, Perth, WA 6009, Australia
IJERPH, 2020, vol. 17, issue 22, 1-11
Abstract:
A significant proportion of trans and gender diverse (TGD) young people report membership of the gaming community and resultant benefits to wellbeing. To date their experiences and needs regarding a key feature of games, the avatar, are largely unexplored, despite increasing interest in the therapeutic role of avatars in the general population. The aim of this study was to better understand the role of the avatar in gaming, its impact on TGD young people’s mental health, and their unique needs regarding avatar design. N = 17 TGD young people aged 11–22 years (M = 16.3 years) participated in four focus groups. A general inductive approach was used to thematically analyze the transcribed data. TGD young people report considerable therapeutic benefits of using avatars with positive mental health implications. Importantly, TGD young people use avatars to explore, develop and rehearse their experienced gender identities, often as a precursor to coming out in the offline world. They also report negative experiences of feeling excluded due to the constraints of conventional notions of gender that are widely reflected in game design. Participants described simple design features to better reflect gender diversity, such as increased customization. Such changes would facilitate the positive gains reported by participants and better reflect the diversity of young people who use games. The findings have important implications for both recreational and serious or therapeutic game design.
Keywords: avatar; gaming; trans and gender diverse; gender identity; gender questioning; serious games (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2020
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (1)
Downloads: (external link)
https://www.mdpi.com/1660-4601/17/22/8617/pdf (application/pdf)
https://www.mdpi.com/1660-4601/17/22/8617/ (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:17:y:2020:i:22:p:8617-:d:448069
Access Statistics for this article
IJERPH is currently edited by Ms. Jenna Liu
More articles in IJERPH from MDPI
Bibliographic data for series maintained by MDPI Indexing Manager ().