It's better to not speak: female Singaporean gamers' experiences with in-game voice chat
In the realm of online gaming, just listening to one’s voice is enough to ascertain one’s gender. This exploratory paper seeks to understand if and when female gamers interact with other players in team based PvP titles, Valorant and League of Legends, via voice chat. Team based games necessitates c...
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Nanyang Technological University
2024
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sg-ntu-dr.10356-1759322024-05-12T15:32:01Z It's better to not speak: female Singaporean gamers' experiences with in-game voice chat Chai, Si Jie Ma Xiangyu School of Social Sciences xy.ma@ntu.edu.sg Social Sciences Gaming Female Stereotype threat Voice chat In the realm of online gaming, just listening to one’s voice is enough to ascertain one’s gender. This exploratory paper seeks to understand if and when female gamers interact with other players in team based PvP titles, Valorant and League of Legends, via voice chat. Team based games necessitates communication and voice chat has been identified to be the most effective way to communicate information. However, female gamers are acutely aware of their minority status and identity within the space. By exploring local female players’ experiences with voice chat, their experiences are categorised, and the concept of social identity theory and stereotype threat are applied to further examine experiences shared and understand why or how they occur. Bachelor's degree 2024-05-09T08:04:27Z 2024-05-09T08:04:27Z 2024 Final Year Project (FYP) Chai, S. J. (2024). It's better to not speak: female Singaporean gamers' experiences with in-game voice chat. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/175932 https://hdl.handle.net/10356/175932 en SSS/SOC/2023/S1/015 application/pdf Nanyang Technological University |
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Social Sciences Gaming Female Stereotype threat Voice chat Chai, Si Jie It's better to not speak: female Singaporean gamers' experiences with in-game voice chat |
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In the realm of online gaming, just listening to one’s voice is enough to ascertain one’s gender. This exploratory paper seeks to understand if and when female gamers interact with other players in team based PvP titles, Valorant and League of Legends, via voice chat. Team based games necessitates communication and voice chat has been identified to be the most effective way to communicate information. However, female gamers are acutely aware of their minority status and identity within the space. By exploring local female players’ experiences with voice chat, their experiences are categorised, and the concept of social identity theory and stereotype threat are applied to further examine experiences shared and understand why or how they occur. |
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Ma Xiangyu |
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Ma Xiangyu Chai, Si Jie |
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Final Year Project |
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Chai, Si Jie |
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Chai, Si Jie |
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It's better to not speak: female Singaporean gamers' experiences with in-game voice chat |
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It's better to not speak: female Singaporean gamers' experiences with in-game voice chat |
title_full |
It's better to not speak: female Singaporean gamers' experiences with in-game voice chat |
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It's better to not speak: female Singaporean gamers' experiences with in-game voice chat |
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It's better to not speak: female Singaporean gamers' experiences with in-game voice chat |
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it's better to not speak: female singaporean gamers' experiences with in-game voice chat |
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Nanyang Technological University |
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2024 |
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https://hdl.handle.net/10356/175932 |
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