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Those categories were economic, game, multigame, and whypox, and even those differences were small.
This study examines how girls play in Whyville.net, a tween virtual world with roughly 1.5 million registered players, 68% of whom were girls. Its central argument is that girls' play in virtual worlds remains largely unstudied, and that qualitative analysis of activity logs can surface "transgressive" gender practices that aggregate quantitative measures would miss. The authors combined six months of tracking data from 595 recruited players, comprising over seven million data points across thirteen activity categories, with an after-school club, a classroom study, video recordings, and interviews.
Quantitative analysis found that boys participated significantly more than girls only in economic, game, multigame, and whypox categories, and the absolute differences were small. A cluster analysis sorted players into core (7%), semi-core (34%), and peripheral (59%) profiles. Case studies of three girls, Zoe (bluwave), Isabel (ivy06), and Briana (whskr29), revealed behaviors that contradict stereotypes of girls as rule-following, including projectile throwing, aggressive flirting, cross-dressing, and a two-week phase of scamming. These practices were largely invisible in club-sanctioned settings, underscoring how much of girls' play occurs outside adult-supervised contexts.
The authors caution that the limited gender differences may reflect Whyville's unusually balanced demographics and that gender roles are shaped by social norms and avatar representation, not merely by participation counts. They characterize the observed transgressive practices as possibly temporary or experimental. Limitations include the inability of log files to capture unrecorded conversations or offline context, and the authors call for broader research on tweens and girls' transgressive play across virtual worlds.
GameMakers · 2021