When asked to pick a typical human, people are more likely to pick a man than a woman, a phenomenon reflecting androcentrism. Social media websites provide a relevant context in which to study androcentrism since many websites aim to provide users with an ostensibly gender-neutral icon if users do not upload one of their own images. In our first study, 50 male and female online participants (Mage = 35.70) rated whether actual avatar icons from highly trafficked social media websites are perceived as gender-neutral. Using bi-polar scales from woman to man participants reported that overall the icons appeared to be more male-typed than gender-neutral. In Study 2, we investigated whether adding more female-typed icons would discourage or promo...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
Copying or distributing in print or electronic forms without written permission of IGI Global is pro...
The use of social media, particularly among youngsters, is characterized by simple and fast image ex...
Men are more reluctant to seek help for their problems than women. This difference is attributed to ...
This exploratory study is part of an on-going project about digital cultures on ageism, anonymity, a...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
This research examines the influence of identification with an avatar on immersion in a 3D commercia...
In light of the recent Gamergate controversy, the tension between male and female video game players...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
Virtual environments employing avatars for self-representation—including the opportunity to represen...
Three studies tested findings reported by Yang, Huesmann, and Bushman (2014) that playing a male ava...
In the present study the use and experience of using social media was examined in men and women in o...
Icons and symbols are often deployed in graphical user interfaces. It is commonly believed that icon...
Social network sites provide people a unique opportunity for self-presentation. Due to various reaso...
Players in online games frequently choose the opposite gender when they select an avatar. Previously...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
Copying or distributing in print or electronic forms without written permission of IGI Global is pro...
The use of social media, particularly among youngsters, is characterized by simple and fast image ex...
Men are more reluctant to seek help for their problems than women. This difference is attributed to ...
This exploratory study is part of an on-going project about digital cultures on ageism, anonymity, a...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
This research examines the influence of identification with an avatar on immersion in a 3D commercia...
In light of the recent Gamergate controversy, the tension between male and female video game players...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
Virtual environments employing avatars for self-representation—including the opportunity to represen...
Three studies tested findings reported by Yang, Huesmann, and Bushman (2014) that playing a male ava...
In the present study the use and experience of using social media was examined in men and women in o...
Icons and symbols are often deployed in graphical user interfaces. It is commonly believed that icon...
Social network sites provide people a unique opportunity for self-presentation. Due to various reaso...
Players in online games frequently choose the opposite gender when they select an avatar. Previously...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
Copying or distributing in print or electronic forms without written permission of IGI Global is pro...
The use of social media, particularly among youngsters, is characterized by simple and fast image ex...