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dc.creatorMorales, Ericka D.
dc.creatorPatton, John Q.
dc.date.accessioned2006-06-30T21:50:04Z
dc.date.available2006-06-30T21:50:04Z
dc.date.issued2005
dc.identifier.urihttp://hdl.handle.net/2376/17
dc.description.abstractThe purpose of my research is to examine gender bias behaviors in the online game EverQuest. Prior studies have found gender bias in chat room forums and differences in the sale price of male and female characters on E-bay. It is thought that peoples’ perceptions in the real world are brought into the game which influences the way characters are chosen for group participation, depending on their gender and/or perceived power level within the game. This study uses field observations to detail actual player behavior in deciding who would be able join their group.
dc.language.isoEnglish
dc.publisherWashington State University. Graduate School. McNair Program.en
dc.rightsIn copyright
dc.rightsopenAccess
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/
dc.rights.urihttp://purl.org/eprint/accessRights/OpenAccess
dc.subjectgender bias behavior
dc.subjectEverQuest (computer game)
dc.subjectonline community
dc.subjectgamers
dc.subjectgroup behavior
dc.titleGender Bias in a Virtual World
dc.typeText
dc.description.citationMorales, Ericka D. and John Q. Patton. Gender Bias in a Virtual World. WSU McNair Journal. (3) Fall 2005. p 81-89.


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  • McNair Journal
    The McNair Journal is a publication created through the Ronald E. McNair Program, which is administered by the Graduate School at Washington State University.

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