Playing for real in a virtual world
Gender still influences how preteen boys and girls play when they assume new identities online
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VIRTUAL WORLDVIRTUAL RELATIONSHIPS. This screen shot is from a multi-user domain similar to one used in a new study of preteen play styles. Two avatars interact above icons that allow kids to control scene changes and facial expressions. Below, players type messages to each other.S. Calvert

In a virtual setting where fifth-graders become wizards and athletes, and even change sexes, preteens stay true to their real-world selves. Classic sex differences in play preferences, characterized by rough-and-tumble games among boys and intimate conversations among girls, still exist after youngsters adopt a range of personas for virtual encounters, investigators find.

Boys who create girl avatars — or computerized altar egos — and girls who create boy avatars still behave consistently with their biological sex, say psychologist Sandra Calvert of Georgetown University in Washington, D.C., and her colleagues.

In their new study, published online February 20 in the Journal of Applied Developmental Psychology, about 13 percent of fifth-graders chose opposite-sex avatars, a practice the researchers call gender-bending. Pairs of kids — all of whom knew each other — experimented more with avatar identities than pairs of unfamiliar children did in a similar, 2003 study led by Calvert. Same-sex pairs showed this pattern most strongly.

As fifth-graders learned to construct avatars and use these characters to interact with others in a multi-user domain, or MUD, experimentation with avatar costumes, sexes and names increased sharply. But as in real-world play, MUD play centered on self-exploration rather than self-alteration, Calvert asserts.

Boys and girls who knew each other often had difficulty playing together as avatars, she adds. Many boys wanted to play action-oriented games, while girls pressed for written conversations. That pattern reflects preteens’ preferences for playing in same-sex groups.

“MUDs can provide a virtual play space for preadolescent children to discover who they are, as well as a 21st century place to interact with friends,” she says.

Boys and girls in all cultures tend to differ in their play styles, remarks psychologist David Bjorklund of Florida Atlantic University in Boca Raton. “What’s impressive is that these behavioral styles extend to the virtual world,” he says.

Infrequent gender-bending observed in the new study supports the idea that young people typically view online worlds, from MUDS to blogs, as places to deal with real-life concerns, comments psychologist Kaveri Subrahmanyam of California State University, Los Angeles.

“People don’t go online to leave their bodies behind and find new selves, but instead seem to be taking their offline selves, including their biological selves, with them,” she says.

Calvert’s team studied 126 fifth-graders, most ages 10 and 11, randomly selected from five schools and a boys and girls club in the Washington, D.C., area. Participants included 61 boys and 65 girls. Pairs of children who knew each other entered a room where they used laptop computers to play in a MUD.

Each child first chose a name, a sex and a costume — wizard, firefighter, soccer player, regular kid in a T-shirt and jeans or punk kid in a leather jacket — for his or her avatar. Pairs then interacted using avatars for two 10-minute sessions, separated by a brief rest period.

Children used a computer mouse to move their avatars, alter avatars’ facial expressions and body postures and switch among six background scenes. Kids typed messages to each other that appeared in speech bubbles above avatars’ heads.

In her 2003 study of 84 preteens who didn’t know one another, Calvert found that only two boys created girl avatars and no girls chose boy avatars. In the new study, 21 girls and 11 boys engaged in gender-bending.


Found in: Humans and Psychology
Comments 3
  • Did they really need to throw money at this? Anyone over the age of 16 could have told you this.
    Abi Vüür Abi Vüür
    Feb. 28, 2009 at 5:11pm
  • Life And Culture Are Virtual Realities


    A. Relevant definitions of terms:

    Real: not artificial or illusory, occurring or existing in actuality as a physical entity, having objective independent existence.

    reality: the quality or state of being real, a real event, entity, or state of affairs, the totality of real things and events.

    Virtual: being such in essence or effect though not formally recognized or admitted, hypothetical thing whose existence is inferred from apparently indirect evidence, existing within a virtual reality.

    Virtual Reality: An artifactual environment, image, process or scenario conjured and experienced through sensory or neuronal stimuli and in which one's actions partially determine what happens in the environment.


    B. Relevant definitions of Earth life:

    Earth Life: 1. a format of temporarily constrained energy, retained in temporary constrained genetic energy packages in forms of genes, genomes and organisms 2. a real virtual affair that pops in and out of existence in its matrix, which is the energy constrained in Earth's biosphere.

    Earth organism: a temporary self-replicable constrained-energy genetic system that supports and maintains Earth's biosphere by maintenance of genes.

    Gene: a primal Earth's organism. (1st, base, stratum organism)

    Genome: a multigenes organism consisting of a cooperative commune of its member genes. (2nd stratum organism)

    Cellular organisms: mono- or multi-celled earth organisms. (3rd stratum organism)


    C. Relevant comprehensions of culture

    - The integrated pattern of human knowledge, belief, and behavior that depends upon the capacity for learning and transmitting knowledge to succeeding generations.

    - The customary beliefs, social forms, set of shared attitudes, values, goals, and practices
    and material traits of a group, and the characteristic features of its everyday existence.

    - The totality of ways of the organisms' dealing with (reaction to, manipulation of, exploitation of) its environment. A biological entity selected for survival of the genome as means of extending its exploitation capabilities of the out-of-cell circumstances, consequent to the earlier evolution and selection of the genome's organ, its outermost cell membrane, for controlling the inside-of-cell genes'-commune environmental circumstances.

    - The ubiqitous biological entity that drives Earth life evolution by imprinting genetics, by continuously modifying genes' expressions.


    D. Comprehension of "spiritual matters"

    "Spiritual matters" are virtual reality affairs. They are feasible only for living organisms that have a culture, i.e. that have a pattern of sensings and reactions to the sensings. Genes, and therefore also genomes, are organisms and display virtual reality phenomena, therefore also multicelled organisms,including humans, display such "spiritual" phenomena.


    E. Virtual reality and the 21st century world economy collapse

    The 21st century world economy collapse is a collapse of a culture, of the 20th century technology culture, of its values and attitudes and ethics and morals. The world's population is still (Feb 2009) clinging desperately to the collapsed concepts and expectations and makes a huge painful effort to revive the collapsed culture instead of to steadfastly modify it. It is sadly and exasperatingly obvious that the economy collapsed due to adherance to absurd virtual reality
    concepts and expectations, and that the only hope to survive and overcome the collapse is to understand its nature and to plan and embark on a course to a new, science-based, more rational, virtual reality culture.


    Dov Henis
    (Comments From The 22nd Century)

    Life's Manifest
    http://www.the-scientist.com/community/posts/list/112.page#578

    EVOLUTION Beyond Darwin 200
    http://www.physforum.com/index.php?showtopic=14988&st=405&#entry396201
    http://www.the-scientist.com/community/posts/list/100/122.page#1407
    Dov Henis Dov Henis
    Mar. 1, 2009 at 2:24am
  • Abi, there is a difference between "knowing" something anecdotally, and demonstrating it scientifically. Lots of people "know" things that aren't true. The impression I've gotten from reading and talking to people is quite that opposite - most people tend to think that participants in online virtual realities are engaging fantasy - when in my observation, I agree with this article - that participants are actually expressing their *true identities* through virtual roles. Just because you've figured this out, doesn't mean it's obvious to everyone, who may not have had as much experience with virtual worlds as you have.

    Interesting article, but is an "altar ego" a role adopted specifically for attending church? Or did you mean "alter ego"...?
    Christopher Wood Christopher Wood
    Mar. 2, 2009 at 12:19pm
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Suggested Reading:
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  • Calvert, S., et al. 2003. Gender differences in preadolescent children's online interactions: Symbolic modes of self-presentation and self-expression. Applied Developmental Psychology 24(December):627-644. doi:10.1016/j.appdev.2003.09.001
  • For more information: [Go to]; www.cdmc.ucla.edu/
  • Subrahmanyam, K., et al. 2009. In their own words: Connecting on-line weblogs to developmental processes. British Journal of Developmental Psychology, vol. 27(March):219-245. doi:10.1348/026151008X345979.
Citations & References:
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  • Calvert, S., et al. In press. Preadolescent girls' and boys' virtual MUD play. Journal of Applied Developmental Psychology. doi:10.1016/j.appdev.2008.12.005.
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