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I was looking at this thread as I've recently started with Second Life, which is a 3D graphical MUSH. I've not got much experience with it yet but my initial observations on the gender thing...
1. The game (toy? I'll call it a game for want of a better word, even if there are no more goals than you set yourself) enables you to change your avatar to look like anything at a moment's notice - editing avatars takes time but you can save configurations - which would suggest a fluid attitude to gender identity. Yet the editing process is based around male and female options, and unless you're fairly experienced in hacking the game about (more than I am after a couple of days) it appears to be difficult to change this. I've seen avatars that are furries, robots and so on but the majority are clearly male or female. I'll be interested to see how people really do change their avatar gender for more than just the odd party.
2. Many of the female avatars I've seen are hypersexualised, as are the clothes available (players can create clothes, which they then sell or give away). One of the first things I did was collect some "starter packs", objects offered for minimal cost for the use of newbies. These contain large quantities of lingerie, high heels, lace, "sexy walk" animations etc. I'm vaguely aware of the fact that some people use the game for virtual sex activities, with brothels, BDSM groups and so on, but that doesn't seem to quite explain it.
The game creators claim that actual players are 60/40 male/female so it seems likely that a lot of these avatars aren't just teenage boys doing the Weird Science thing (there *is* a "breast size" slider...). One thing I'm interested in is the difference between old and new players here, whether as time goes on people are less interested in sexualisation and more concerned about other factors, novelty, recognisability, or something else.
(Does anybody else play this here? I sort of remember reading about it on Barbelith at some point....) |
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