Abstract

More attention is being brought to the identity challenges minority gamers face. However, as the gaming industry moves into virtual spaces and virtual reality (VR) gaming continues to grow in popularity, it is important to understand how identity and the virtual metaverse combine. Using a carnal autoethnography of a competitive woman VR gamer's lived experiences with sexism and misogyny over 6 months, this study explores how many women experience VR games as outsiders in a male-dominated space. Through the application of ambivalent sexism theory, this study shows virtual platform affordances can both help and harm minority gamers in their quest to be accepted in gaming communities. This study is among the first to examine gendered experience of VR gaming, especially from an autoethnographic frame, contributing to existing literature in women and gaming. This work calls on players, developers, educators, and research to emphasize allyship and media literacy to encourage more diverse virtual spaces.

Full Text
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