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Hiding or Priding? A Study of Gender, Race, and Gamer Status and Context on Avatar Selection
Unformatted Document Text:  GENDER, RACE, GAMING, AND AVATAR SELECTION 33 Watson, N. (1997). Why we argue about virtual community: A case study of the Phish.Net fan community. Virtual Culture: Identity and Communication in Cybersociety, 102–32. Welch, C. (2008, November 6). Beam me up, Wolf! CNN debuts election-night “hologram.” CNN. Retrieved from Wellman, B., & Gulia, M. (1999). Virtual communities as communities: Net surfers don’t ride alone. In P. Kollock & M. Smith (Eds.), Communities in Cyberspace (pp. 331–366). Routledge, New York. Williams, D. (2006). Virtual cultivation: Online worlds, offline perceptions. Journal of Communication, 56, 69–87. Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for Gender: Gender Roles and Behaviors Among Online Gamers. Journal of Communication, 59(4), 700-725. Williams, D., Kennedy, T., & Moore, R. (2008). Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs. Presented at the annual meeting of the Association of Internet Researchers, Copenhagen, Denmark. Williams, K. D., Cheung, C. K. T., & Choi, W. (2000). Cyberostracism: Effects of being ignored over the Internet. Journal of Personality and Social Psychology, 79(5), 748-762. World of Warcraft subscriber base reaches 11.5 million worldwide. (2008, December 23). Blizzard Entertainment Press Releases. Retrieved from us/company/press/pressreleases.html?081121 Wright, K. (2000). Computer-mediated social support, older adults, and coping. Journal of Communication, 50, 100–118.

Authors: Dunn, Robert. and Guadagno, Rosanna.
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GENDER, RACE, GAMING, AND AVATAR SELECTION                                                     33
Watson, N. (1997). Why we argue about virtual community: A case study of the Phish.Net fan 
community. Virtual Culture: Identity and Communication in Cybersociety, 102–32. 
Welch, C. (2008, November 6). Beam me up, Wolf! CNN debuts election-night “hologram.” 
CNN. Retrieved from 
Wellman, B., & Gulia, M. (1999). Virtual communities as communities: Net surfers don’t ride 
alone. In P. Kollock & M. Smith (Eds.), Communities in Cyberspace (pp. 331–366). 
Routledge, New York.
Williams, D. (2006). Virtual cultivation: Online worlds, offline perceptions. Journal of 
Communication, 56, 69–87.
Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for Gender: Gender Roles 
and Behaviors Among Online Gamers. Journal of Communication59(4), 700-725. 
Williams, D., Kennedy, T., & Moore, R. (2008). Behind the Avatar: The Patterns, Practices and 
Functions of Role Playing in MMOs. Presented at the annual meeting of the Association 
of Internet Researchers, Copenhagen, Denmark.  
Williams, K. D., Cheung, C. K. T., & Choi, W. (2000). Cyberostracism: Effects of being ignored 
over the Internet. Journal of Personality and Social Psychology79(5), 748-762. 
World of Warcraft subscriber base reaches 11.5 million worldwide. (2008, December 23). 
Blizzard Entertainment Press Releases. Retrieved from
Wright, K. (2000). Computer-mediated social support, older adults, and coping. Journal of 
Communication, 50, 100–118. 

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