Video Gaming and Gender Dysphoria: Some Case Study Evidence

Autores/as

  • Mark Griffiths Nottingham Trent University
  • Jon Arcelus Nottingham National Centre for Gender Dysphoria, 3 Oxford Street, Nottingham NG1 5BH, United Kingdom
  • Walter Pierre Bouman Nottingham National Centre for Gender Dysphoria, 3 Oxford Street, Nottingham NG1 5BH, United Kingdom

DOI:

https://doi.org/10.51698/aloma.2016.34.2.59-66

Palabras clave:

Video gaming, Online gaming, Online videogames, Gender Dysphoria, Transsexualism, Case series

Resumen

Video gaming has become an established area of research over the last two decades.  Relatively little research has been carried out in the area of in-game gender swapping.  Clinically, there is anecdotal evidence that people with Gender Dysphoria use video gaming for the purpose of experimenting with and experiencing their gender identity in a safe environment. This paper discusses the various positive and negative functions video gaming may have for people with Gender Dysphoria through a number of case studies.  Recommendations for further research are suggested. 

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Publicado

2016-11-14

Cómo citar

Griffiths, M., Arcelus, J., & Bouman, W. P. (2016). Video Gaming and Gender Dysphoria: Some Case Study Evidence. Aloma: Revista De Psicologia, Ciències De l’Educació I De l’Esport, 34(2), 59–66. https://doi.org/10.51698/aloma.2016.34.2.59-66

Número

Sección

Psicologia