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Chapter 9
Abbe E. Forman
Temple University, USA
Paul M. A. Baker
Georgia Institute of Technology, USA
Jessica Pater
Georgia Institute of Technology, USA
Kel Smith
Anikto LLC, USA
The Not So Level Playing Field:
Disability Identity and Gender
Representation in Second Life
ABSTRACT
The study reported in this chapter examined gender and disability identity representation in the virtual
environment, Second Life. In Second Life, identity representation is the choice of the user and is a mat-
ter of convenience, style or whim, rather than a fxed characteristic. A survey of groups that identify
as disabled or having a disability, especially focusing on gender, was conducted in Second Life. The
distinct categories analyzed in this study included: groups associated with disability/being disabled,
race/ethnicity, gender, aging, and sexuality. In the virtual world, the visual cues that exist in the “real
world” are removed. However, in the “real world”, those visual cues serve to activate schemas that
may help explain the stigmas and ensuing isolation often felt by people with disabilities. Interestingly,
in Second Life even when the visual cues are removed, users with disabilities still associate with others
who identify as having disabilities. The study specifcally explored groups (i.e. “communities”) found
in Second Life that jointly identify by gender and a disability identities. Regardless of binary gender
framework, the differences between the groups that are externally classifed as having some degree of
disability, and those who choose to self identify or affliate with disability related groups, have rich
import for the sociology of online communities as well as for the design and characteristics of games.
DOI: 10.4018/978-1-60960-759-3.ch009