Virtuella spelavatarer: könsstereotyper i League of Legends
(2021) DIKK60 20211Division of ALM, Digital Cultures and Publishing Studies
- Abstract
- This thesis investigates if stereotypes and norms are projected in the virtual world. The study
specifically aims to understand this through delving into the virtual game League of Legends to
inquire if and, in that case, what gender stereotypes are used when constructing gaming avatars.
Lastly, our thesis aims to answer and give an explanation for why this occurs.
This dissertation is based on two qualitative methods: interviews and focus groups, conjointly making up several hours of material. This information was hence an important asset in
understanding and investigating if, what and why gender stereotypes are used in gaming avatars.
Previous research states that the internet and online worlds are a reflection of society. It... (More) - This thesis investigates if stereotypes and norms are projected in the virtual world. The study
specifically aims to understand this through delving into the virtual game League of Legends to
inquire if and, in that case, what gender stereotypes are used when constructing gaming avatars.
Lastly, our thesis aims to answer and give an explanation for why this occurs.
This dissertation is based on two qualitative methods: interviews and focus groups, conjointly making up several hours of material. This information was hence an important asset in
understanding and investigating if, what and why gender stereotypes are used in gaming avatars.
Previous research states that the internet and online worlds are a reflection of society. It is
therefore also a scene where social norms, attitudes, and stereotypes are transmuted and ever-
existing. Additionally, this conjunction has resulted in a virtual online society where racial,
geographical and gender borders can be crossed and expanded. As League of Legends has
formerly been criticized for representing gender in a discriminating and sexual proneness, our
aim has been to grasp an understanding of why and how this occurs. We have been examining
specific League of Legend gaming avatars' personality traits and characteristics to
conduct our study.
In the final discussion of our research, we have concluded that gaming avatars are constructed in
a sexual, exaggerated, and attractive way. This was deduced through theories based on gender
representation in video games, calculating previous research as well as analyzing our own data.
The reason for why this occurs can be summarized as desired qualities from the League of
Legends target group as well as social-psychological explanations that gamers impose upon a
forum where their deepest desires, dreams, and ideal versions of themselves can be externalized.
To sum up, female and male gaming avatars do embody society's ideal gender stereotypes. (Less) - Popular Abstract (Swedish)
- Studien undersöker om och i sådana fall vilka könsstereotyper som används
vid framställning av spelavatarer i League of Legends (LoL). I motsats till tidigare forskning
avser uppsatsen att begripa varför detta inträffar. Forskningens resultat tog fram att
föreställningar om kön appliceras på kvinnliga och manliga spelavatarer i LoL. Det framgick att
spelavatarerna är överdrivna, sexualiserande och attraktiva spelavatarer som producerades i syfte
att behaga målgruppen. Det klargjordes även att spelvärlden är ett fenomen där kundernas
djupaste begär och drömmar kan realiseras. Det framgick därför att LoL är ett datorspel som är
en avspegling av samhället. Resultat är att spelindustrin framställer kvinnliga respektive manliga
... (More) - Studien undersöker om och i sådana fall vilka könsstereotyper som används
vid framställning av spelavatarer i League of Legends (LoL). I motsats till tidigare forskning
avser uppsatsen att begripa varför detta inträffar. Forskningens resultat tog fram att
föreställningar om kön appliceras på kvinnliga och manliga spelavatarer i LoL. Det framgick att
spelavatarerna är överdrivna, sexualiserande och attraktiva spelavatarer som producerades i syfte
att behaga målgruppen. Det klargjordes även att spelvärlden är ett fenomen där kundernas
djupaste begär och drömmar kan realiseras. Det framgick därför att LoL är ett datorspel som är
en avspegling av samhället. Resultat är att spelindustrin framställer kvinnliga respektive manliga
spelavatarer enligt samhällets normer och förväntningar av hur det ideala könet bör se ut och te
sig. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/9078467
- author
- Perhag, Märta LU and Riley, Kristina LU
- supervisor
- organization
- alternative title
- Virtual gaming avatars: gender stereotypes in League of Legends
- course
- DIKK60 20211
- year
- 2021
- type
- M2 - Bachelor Degree
- subject
- keywords
- Game Avatars, Virtual world, Gender stereotypes, The Proteus Effect, Cybertype, Spelavatarer, Virtuell värld, Könsstereotyper
- language
- Swedish
- additional info
Department affilation moved from v1000075 (Division of Digital Cultures) to v1000073 (Division of ALM and Digital Cultures) on 2022-05-10 14:50:04.- id
- 9078467
- date added to LUP
- 2022-04-25 08:05:41
- date last changed
- 2022-06-03 09:15:55
@misc{9078467, abstract = {{This thesis investigates if stereotypes and norms are projected in the virtual world. The study specifically aims to understand this through delving into the virtual game League of Legends to inquire if and, in that case, what gender stereotypes are used when constructing gaming avatars. Lastly, our thesis aims to answer and give an explanation for why this occurs. This dissertation is based on two qualitative methods: interviews and focus groups, conjointly making up several hours of material. This information was hence an important asset in understanding and investigating if, what and why gender stereotypes are used in gaming avatars. Previous research states that the internet and online worlds are a reflection of society. It is therefore also a scene where social norms, attitudes, and stereotypes are transmuted and ever- existing. Additionally, this conjunction has resulted in a virtual online society where racial, geographical and gender borders can be crossed and expanded. As League of Legends has formerly been criticized for representing gender in a discriminating and sexual proneness, our aim has been to grasp an understanding of why and how this occurs. We have been examining specific League of Legend gaming avatars' personality traits and characteristics to conduct our study. In the final discussion of our research, we have concluded that gaming avatars are constructed in a sexual, exaggerated, and attractive way. This was deduced through theories based on gender representation in video games, calculating previous research as well as analyzing our own data. The reason for why this occurs can be summarized as desired qualities from the League of Legends target group as well as social-psychological explanations that gamers impose upon a forum where their deepest desires, dreams, and ideal versions of themselves can be externalized. To sum up, female and male gaming avatars do embody society's ideal gender stereotypes.}}, author = {{Perhag, Märta and Riley, Kristina}}, language = {{swe}}, note = {{Student Paper}}, title = {{Virtuella spelavatarer: könsstereotyper i League of Legends}}, year = {{2021}}, }