TY - JOUR
T1 - Even in virtual environments women shop and men build
T2 - A social role perspective on Second Life
AU - Guadagno, Rosanna E.
AU - Muscanell, Nicole L.
AU - Okdie, Bradley M.
AU - Burk, Nanci M.
AU - Ward, Thomas B.
PY - 2011/1
Y1 - 2011/1
N2 - The present study examined whether traditional gender role expectations (Eagly, 1987) influence behaviors in non-traditional contexts such as online virtual environments. Participants were 352 Second Life users who reported their activities and experiences in Second Life. Results indicated that men and women differed in the types of activities they engaged in a manner predicted by social role theory. Specifically, as compared to women, men were more likely to report building things (e.g. objects), to own and work on their own virtual property, and were less likely to change their avatar's appearance. Women, as compared to men, were more likely to meet people, shop, regularly change their avatar's appearance, and buy clothes/objects for their avatar. The present study adds to our understanding of how traditional gender role expectations may carry over to online virtual worlds and influence online behavior.
AB - The present study examined whether traditional gender role expectations (Eagly, 1987) influence behaviors in non-traditional contexts such as online virtual environments. Participants were 352 Second Life users who reported their activities and experiences in Second Life. Results indicated that men and women differed in the types of activities they engaged in a manner predicted by social role theory. Specifically, as compared to women, men were more likely to report building things (e.g. objects), to own and work on their own virtual property, and were less likely to change their avatar's appearance. Women, as compared to men, were more likely to meet people, shop, regularly change their avatar's appearance, and buy clothes/objects for their avatar. The present study adds to our understanding of how traditional gender role expectations may carry over to online virtual worlds and influence online behavior.
UR - http://www.scopus.com/inward/record.url?scp=78449283858&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=78449283858&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2010.08.008
DO - 10.1016/j.chb.2010.08.008
M3 - Article
AN - SCOPUS:78449283858
SN - 0747-5632
VL - 27
SP - 304
EP - 308
JO - Computers in Human Behavior
JF - Computers in Human Behavior
IS - 1
ER -