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About
About RAI Film
Meet the team
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Watch on demand
Ethnographic Film Catalogue
Teaching resources
RAI Film Festival
About RAI Film Festival
Film Festival 2025
Film Festival 2025 Group passes
Film Festival prizes and awards
Film Conference 2025
Archive of past editions
RAI FILM
Login
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About
About RAI Film
Meet the team
Prices
Film Distribution
Watch on demand
Ethnographic Film Catalogue
Teaching resources
RAI Film Festival
About RAI Film Festival
Film Festival 2025
Film Festival 2025 Group passes
Film Festival prizes and awards
Film Conference 2025
Archive of past editions
Menu
About
About RAI Film
Meet the team
Prices
Film Distribution
Watch on demand
Ethnographic Film Catalogue
Teaching resources
RAI Film Festival
About RAI Film Festival
Film Festival 2025
Film Festival 2025 Group passes
Film Festival prizes and awards
Film Conference 2025
Archive of past editions
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Instagram
Twitter
Films
found one film
with a digital version available
x
Directors
“Prothero, Sarah”
x
Series
“0”
x
Status
“A”
x
films with a digital version
1
x
short films
1
Region
North America
1
Country
United States
1
Virtual Space
1
Keywords
Animation
1
Gender Role and Identity
1
Internet
1
Directors
Monahan, Trent
1
Prothero, Sarah
1
x
Torson, Jennifer
1
Series
not set
1
x
Country of production
United States
1
Year of production
2013
1
Status
Film
Virtual me: Gender and Identity in World of Warcraft
2013
11
‘
Directed by
Trent Monahan
Sarah Prothero
Jennifer Torson
.
‘Virtual Me’ examines the experiences of players of the online game World of Warcraft, focusing specifically on their experience and understanding of issues surrounding gender and identity within their virtual communities and during gameplay. While four of our participants chose to embody characters within the game that aligned with their actual world gender identities, two male players opted instead to play female characters, and the film explores the consequences of both choices. The film consists entirely of in-game footage along with animations of each participant’s character paired with audio interviews in order to focus on the participants’ in-game representations and identities, rather than on their actual world identities and bodies.
North America
Gender Role and Identity
Animation
Internet