This week's 'optional' reading was perhaps the most infuriating because it sparked a debate between my boyfriend and I as to what games constituted a MUD, whether to consider it an all encapsulating term for multiuser dimensions or whether it would be more appropriate to replace MUD with MMO, which sounded to be more like Robinson was describing in her research. After a heated discussion it was decided that debating the genealogy of video games was a time consuming, difficult process and that I should just get back to doing my Sociology work.
This week, I will be talking about the MMORPG (Massively Multiplayer Online Roleplay Game) Guild Wars and scrutinising the obvious gender divide that I have encountered in playing it whilst maintaining its relevance with mentions of the paper by Laura Robinson 'The cyberself: the self-ing project goes online, symbolic interaction in the digital age'. In doing this, I will go beyond the recommended 350 words (I'm so, so sorry about this Matt) and explore the issue with, perhaps, other games which demonstrate my point.
Robinson discusses the Cyberbody in that instead of viewing the online self as a liberation of one's physicality, the cyberself is simply a re-embodiment of physicality. Robinson elaborates with "[the]
cyberself seeks re-embodiment as a means of identity signaling and as a medium of interaction" which basically means that creating an online persona creates identity and offers socialisation. It becomes necessary to consider that an online persona is perhaps merely exploring all facets of the offline self, as I don't believe someone goes online to be their own opposite, there is always truth in one's behaviour (so if you're online being a bit of a dick, you're probably actually a bit of a dick). She also states that fragmentation of self shouldn't be feared, as maintaining an online character or entity doesn't mean that the offline self falls into disrepair (I agree to a point), it's just that having an online self goes against the "societal imperative" of having one identity in the offline world.
What interested me most, was "
...when these users create online selves through role playing, they often engender a ‘signifying body’ or ‘simulated body’ that resembles the types of physical bodies idealized in the offline world."
The markers of gender, race and age are accentuated in games to no end (and the most idealised markers of identification and judgment). Of these, however, gender is perhaps the most exaggerated feature in an avatar, a male will be muscular, tall, chiseled and a woman will have massive breasts, a small waist, and robust thighs. I will often find that there is a slider for all of these things for a woman (to which the woman's physical appearance can be edited to the user's liking), but in a male avatar, such variation is often considered obsolete and the only slider available helps adjust the size of his massive to moderately massive pecks. There
is an MMO by ArenaNet called 'City of Heroes' where I have been
informed there is a crotch slider for the man-bits but it falls short as a counterargument due to the fact it's also a far less realistic
art style than Guild Wars and many other MMO's.
Robinson also states that "
characters are created to act in rigidly gender-stereotyped ways." Which you can choose to disagree with, but I find that if an MMO encourages roleplaying, in which one is to escape reality to create and maintain an online persona, it becomes less of a creative process when there is a predetermined gender divide in the making of one's character. You can also see this behaviour in "idle movement" in that, a woman's avatar, when left alone, will put her hands to her hips and push her chest and behind out or fix her hair. A male avatar will play with his weapons. To me, this robs the user of complete freedom in creating a persona completely unaffected by the offline world's influence. I will further demonstrate with armor sets in Guild Wars.
We have the light, medium and heavy armor (appropriate for their respective classes). I think the Necromancer class helps demonstrate my point in the best possible way, so allow me to draw your attention to the male and female Necromancers of the light armor class.

As you can see, the male and female vary drastically in terms of body coverage whilst the male is sensibly dressed, the female has a skirt so short - with the right camera angle you can see up it. This sort of setup seems to be making females more vulnerable in the game and you can see the mentality in the game, when male avatars will often come to a female's rescue (even if her avatar is higher leveled and overall more capable). It also upholds the gender stereotype of the woman having to cater to the 'male gaze', herself having to be both the object and her spectator when she decides on her attire (or rather, is given her attire). To a degree, I can forgive this, but when you put the Norn race (nine foot Nordic Warriors) in a miniskirt, garter and bra, you're just asking for trouble.
It should also be mention the Cooley's the looking glass self says "
our sense of self is really our
perception of society’s evaluation of us" and that holds up even in the offline world. Especially in MMO's where you're able to project an image of self, with the behind the scenes knowledge of how one is going to be perceived (with certain armor, colours or avatar genetics). It's just that when you're
online you can also be more of what society wants you to be (and sometimes it's more
easily attainable in-game to accomplish this). I'm going to demonstrate this point with a sight I see quite often in-game:
A level 80 (the highest level you can be, in-game) with top tier armor (the best armor you can have, in game) will stand in the major city of Lions Arch, an avatar of accomplishment (these signal time, effort and dedication to the game), wanting to be perceived as everything one desires to be in the universe of the game. So, in a way, we have these games remove the concept of 'ugliness' and create a way to which material goods create worth to an avatar. This does create freedom from one's self perceived ugliness offline - but this doesn't allow people to be officially excused from bullying or segregation, the human race will find a way to define the outsider or 'the lesser'.
If you actually read this entire post, I applaud you, if you have read this and think I'm full of crap, feel free to tell me why in a comment - but be mindful of the fact that this may be edited at a later date. And to tie this all together, I shall conclude with a a series of haikus:
Acting like a dick,
even if you are online
means you are a dick.
Light armor classes
are rather scantily dressed
but only females.
Online champion
LFG 6 Pros 4 Raid
stop talking nonsense.
References:
Robinson, Laura. 2007. “The cyberself: the self-ing project goes online, symbolic interaction in the digital age.” New Media and Society, vol. 9, no. 1: pp. 93-110.