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The Role of the Avatar in Gaming for Trans and Gender Diverse Young People

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 therapeu...

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Detalles Bibliográficos
Autores principales: Morgan, Helen, O’Donovan, Amanda, Almeida, Renita, Lin, Ashleigh, Perry, Yael
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7699515/
https://www.ncbi.nlm.nih.gov/pubmed/33233536
http://dx.doi.org/10.3390/ijerph17228617
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author Morgan, Helen
O’Donovan, Amanda
Almeida, Renita
Lin, Ashleigh
Perry, Yael
author_facet Morgan, Helen
O’Donovan, Amanda
Almeida, Renita
Lin, Ashleigh
Perry, Yael
author_sort Morgan, Helen
collection PubMed
description 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.
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spelling pubmed-76995152020-11-29 The Role of the Avatar in Gaming for Trans and Gender Diverse Young People Morgan, Helen O’Donovan, Amanda Almeida, Renita Lin, Ashleigh Perry, Yael Int J Environ Res Public Health Article 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. MDPI 2020-11-20 2020-11 /pmc/articles/PMC7699515/ /pubmed/33233536 http://dx.doi.org/10.3390/ijerph17228617 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Morgan, Helen
O’Donovan, Amanda
Almeida, Renita
Lin, Ashleigh
Perry, Yael
The Role of the Avatar in Gaming for Trans and Gender Diverse Young People
title The Role of the Avatar in Gaming for Trans and Gender Diverse Young People
title_full The Role of the Avatar in Gaming for Trans and Gender Diverse Young People
title_fullStr The Role of the Avatar in Gaming for Trans and Gender Diverse Young People
title_full_unstemmed The Role of the Avatar in Gaming for Trans and Gender Diverse Young People
title_short The Role of the Avatar in Gaming for Trans and Gender Diverse Young People
title_sort role of the avatar in gaming for trans and gender diverse young people
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7699515/
https://www.ncbi.nlm.nih.gov/pubmed/33233536
http://dx.doi.org/10.3390/ijerph17228617
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