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Quantitative Analysis of Customizable Player Avatars in an MMORPGEnvironment
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
2022 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Kvantitativ analys av justerbara spelar-karaktärer i en MMORPG-miljö (Swedish)
Abstract [en]

Sexualization of video game characters has been noted to have real world consequences. While there are studies surrounding characters designed by video game developers, the same cannot be said for players' choice of attire. This study aims to fill the gap left by qualitative studies in the field of player character customization with quantitative data in an Massive Multiplayer Online Role Playing Game environment. To test our hypothesis of players willingly dressing up their characters in sexualized clothing, we conducted a study of N = 371 characters in Final Fantasy XIV: A Realm Reborn (Square Enix Business Division 5, 2013). As we hypothesized, the results showed that character traits variables would have an influence over players’ customization choices and came to a conclusion that there are weak, but positive, connections between player avatar characteristics and how players decide to dress and customize them.

Abstract [sv]

Sexualisering av videospelskaraktärer har noterats få verkliga konsekvenser. Faständet finns studier kring karaktärer designade av videospelsutvecklare, kan detsamma inte sägas om spelarnas val av klädsel. Denna studie syftar till att fylla luckan efter kvalitativa studier inom området för anpassning av spelarkaraktärer med vår kvantitativa studie inom ett Massive Multiplayer Online Role Playing Game miljö. För att testa vår hypotes om att spelare frivilligt klär upp sina karaktärer i sexualiserade kläder, genomförde vi en studie av N = 371 karaktärer i Final Fantasy XIV: A RealmReborn (Square Enix Business Division 5, 2013). Som vi hypotiserade, visade resultaten att karaktärsdragsvariabler hade ett        inflytande över spelarnas anpassningsval och kom till slutsatsen att det finns svaga, men positiva, samband mellan spelaravatarers egenskaper och hur spelare bestämmer sig för att klä sig.

Place, publisher, year, edition, pages
2022. , p. 43
Keywords [en]
Video Games, Representation, Hypersexuality, Fashion
Keywords [sv]
Digitala spel, representation, hypersexualitet, mode
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:sh:diva-48859OAI: oai:DiVA.org:sh-48859DiVA, id: diva2:1655835
Subject / course
Media Technology
Supervisors
Examiners
Available from: 2022-05-06 Created: 2022-05-03 Last updated: 2025-10-07Bibliographically approved

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf