Avatar-based virtual reality (VR) is becoming more prevalent in industry and educational settings. There is, however, limited research on the extent to which gender stereotypes are present in this environment. The university laboratory study presented in this paper was conducted in a VR environment with participants who were randomly assigned to male or female avatars and instructed to negotiate the role of a manager or member of staff. The results reveal differences in satisfaction regarding their roles and gender. Participants who embodied a female avatar were less happy when they were subordinates interacting with a male avatar, compared to participants embodying a male avatar in the staff role (interacting with a female avat...
Virtual environments employing avatars for self-representation—including the opportunity to represen...
This study had two purposes: to determine whether or not biological sex and/or gender identity impac...
This article explores identification with non-anthropomorphic avatars in a virtual reality game and ...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
In light of the recent Gamergate controversy, the tension between male and female video game players...
This research examines the influence of identification with an avatar on immersion in a 3D commercia...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The use of avatars in online and immersive environments plays a crucial role in shaping user experie...
This research examines the influence of identification with an avatar on immersion in a 3D commercia...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The use of avatars in online and immersive environments plays a crucial role in shaping user experie...
Virtual environments employing avatars for self-representation—including the opportunity to represen...
This study had two purposes: to determine whether or not biological sex and/or gender identity impac...
This article explores identification with non-anthropomorphic avatars in a virtual reality game and ...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
In light of the recent Gamergate controversy, the tension between male and female video game players...
This research examines the influence of identification with an avatar on immersion in a 3D commercia...
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avat...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The use of avatars in online and immersive environments plays a crucial role in shaping user experie...
This research examines the influence of identification with an avatar on immersion in a 3D commercia...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The use of avatars in online and immersive environments plays a crucial role in shaping user experie...
Virtual environments employing avatars for self-representation—including the opportunity to represen...
This study had two purposes: to determine whether or not biological sex and/or gender identity impac...
This article explores identification with non-anthropomorphic avatars in a virtual reality game and ...