Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
The Science of Virtual Reality and Virtual Environments
The Science of Virtual Reality and Virtual Environments
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Who blogs? Personality predictors of blogging
Computers in Human Behavior
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
A picture is worth a thousand words: A content analysis of Facebook profile photographs
Computers in Human Behavior
Make new friends or keep the old: Gender and personality differences in social networking use
Computers in Human Behavior
My avatar and me - Gender and personality predictors of avatar-self discrepancy
Computers in Human Behavior
First person paparazzi: Why social media should be studied more like video games
Telematics and Informatics
Computers in Human Behavior
Gender differences in mediated communication: Women connect more than do men
Computers in Human Behavior
Second Life in the Psychology Classroom: Teaching and Research Possibilities
International Journal of Interactive Communication Systems and Technologies
Computers work for women: Gender differences in e-supported divorce mediation
Computers in Human Behavior
Social media, social causes, giving behavior and money contributions
Computers in Human Behavior
My avatar is pregnant! Representation of pregnancy, birth, and maternity in a virtual world
Computers in Human Behavior
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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.