• Skip to primary navigation
  • Skip to main content
  • Skip to primary sidebar
  • Skip to footer
Gamification Nation logo

Gamification Nation

Gamification and game design for business results

  • Home
  • Blog
  • Podcast
  • Solutions
    • Gamification strategy and design
    • Serious games design & development
    • Tools
    • FREE RESOURCES for COVID-19 – Serious Fun
      • A Planet called Hope
      • Covid-19: Guess what – Poll
  • Speaking
  • Store
  • About us
    • About Gamification Nation
    • Awards
    • What our followers and clients say…
    • In the media
    • Contact Us
(+44) 0845 056 9828
Is gamification right for your project?

Feminine gamification viewpoint: game names

An Coppens | 2nd September, 2019

share:

Feminine gamification viewpoint: game names

In the world of gaming some ladies choose to play under avatars that are male rather than female and their game names don’t give away gender at all. With a lot of side chat aimed at known female players that is let’s say less than flattering. Personally I have always chosen royal female related game names and apart from the very rare side comment, it has never caused any problems. Yesterday in a forum a question was raised by a lady about taking on her husband’s surname after marriage and how that would affect perception in business and on social media platforms. Most of the guys in the answers really found it hard to relate to the question, which was funny to see.

In Sweden both men and women can take on their partner’s surname and I believe in a few other countries this is also the case, which makes the choice an equal one. In some cultures however taking the husband’s name is quite an important cultural point and rejection may cause trouble very early in the marriage.

This interesting phenomenon made me reflect on the use of avatars in corporate gamification platforms. It made me wonder when total freedom in the choice of avatar was given from gender to looks to even type of being, what would most people do? In the virtual world Second Life you had to design your own avatar to wander around, most people chose a modified version of themselves to play. In social media platforms we could put up random images, but most of have our own picture up most of the time. As soon as it is business and work related even the images become more professional looking. There are some current platforms where you can attend meetings with a virtual avatar, which allow you to choose gender, looks and your name.

I would stick to female and a similar (possibly a little bit enhanced) version of myself, if I had to choose an avatar, I might consider a certain superpower or superhero body, but nothing massively different. I am happy with my name and gender, which is why I don’t see the need and frankly I have no desire to change i drastically. I like to have fun with the cards I have been given.

What would you do if given total freedom to choose and design an avatar? I would love to know in the comments.

Categories: Feminine Gamification Viewpoint, Friday Feminine Angle Tags: business gamification, corporate, diversity, equality, Feminine Gamification Viewpoint, gaming, Gender, gender diversity, identity, naming, Second Life, Social media, Virtual reality, Virtual world

share:

Reader Interactions

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Primary Sidebar

Book a Strategy Consultation

Strategy consultation

Book a strategy session now and find out what is possible for your company.

BOOK NOW

Buy your game deck

Buy your game deck

Build your own gamified experiences with our game deck

Buy Game Deck

Must Buy Book: Tapping into the Crowd by An Coppens

Must Buy Book: Tapping into the Crowd by An Coppens

Buy Book

Featured Post

What is the impact for corporate sector initiatives when the games market valuation numbers soar to record heights?

UKIE, the UK interactive entertainment association published figures today to show that the consumer game market valuation has grown to over £7 … Read More about What is the impact for corporate sector initiatives when the games market valuation numbers soar to record heights?

Related Posts

default featured image

Feminine gamification viewpoint: Stack Overflow and ladies

Feminine gamification viewpoint: Stack Overflow and ladies Stack Overflow,...

default featured image

Feminine Gamification Viewpoint: social sales

Feminine Gamification Viewpoint: Social sales It seems appropriate on what...

default featured image

Feminine gamification viewpoint: sites appealing to both genders

Feminine gamification viewpoint: Websites appealing to both genders...

Footer

Our UK Office

Gamification Nation Ltd,
Kemp House,
152 City Road,
London, EC1V 2NX,
UK
Companies House Registration: 08145023
VAT number:
GB304326932
Tel: (+44) 0845 056 9828
Email: [email protected]

Our EU office

Gamification Nation Europe AB,
Ronnebyvagen 22
12152 Johanneshov
Stockholm
Sweden
Organisations number: 559300-2339
VAT number:

Are you ready to start your project?

GET IN TOUCH
© Copyright 2013 – 2021 Gamification Nation. All rights reserved.
  • Anti-spam Policy
  • Cookie Policy
  • Privacy Policy
  • Linking policy
  • Terms
This site uses cookies: Find out more.