Assigment 3
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Humber College *
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Apr 3, 2024
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1.
Barcelos and McKenna et al. each examine the representation of gender affirmation online. Barcelos
examines medical transition crowdfunding campaigns on GoFundMe.com and McKenna et al.
examine gender-affirmation in video game avatar creation. What were the findings of both studies
and how are they similar and different? [For the McKenna study, you only have to focus on the
qualitative findings]
The research conducted by Barcelos and McKenna delves deeply into the various ways that people who
identify as transgender or gender non-conforming (TGD) use online platforms to communicate their
identities. Even while both studies highlight the advantages of these platforms, they examine very diverse
online media and identify particular difficulties and advantages for TGD individuals.
Barcelos's analysis (
Chris A.
Barcelos
(2019)
‘Bye-bye boobies’) focuses on GoFundMe.com
crowdsourcing initiatives, emphasizing its potential to give TGD patients access to healthcare, especially
money for top surgery. Nonetheless, the research scrutinizes the ways in which crowdfunding may
perpetuate disparities within the TGD community. Research indicates a bias in favor of campaigns led by
young, white transgender men wanting advanced surgery, which may marginalize others who don't fit this
narrative. The study also reveals how crowdfunding narratives frequently portray insurance coverage gaps
as personal rather than structural issues
.
McKenna et al., (
McKenna
et al. (2024)
“You can’t be deadnamed in a video game”) on the other hand, investigate the complex world of video games and avatar development for young people with TGD. This study emphasizes how TGD kids can experiment with different gender presentations through avatars in the virtual world, which provides a low risk setting. These avatars serve as effective instruments for self-
validation and self-discovery, enabling internal gender identity exploration without concern for potential 1
negative consequences in the actual world. The study highlights the significance of chosen names in the context of video games, cautioning against the destructive practice of "deadnaming" and recognizing the selected avatar as a representation of the player's true gender identity. Avatars can also act as models for a future self, representing desirable future appearances and serving as aspirational representations. Both papers provide insightful information despite acknowledging the limitations of their respective
studies. Barcelos's research highlights the necessity of a more thorough approach to healthcare justice for
people with TGD, arguing against merely depending on crowdfunding in favor of solutions that address
systemic issues. McKenna et al. advise using video game avatar creation as a method to better understand
their patients' gender identities and advocate for healthcare providers to be more aware of this
relationship. Both studies recognize the limits of their respective subject pools and emphasize the need for
more research that examines the perspectives of underrepresented groups within the TGD community.
In conclusion, these divergent researches present a complicated picture of how internet platforms might
be a double-edged sword for those with TGD. Crowdfunding may contribute to already-existing
disparities even while it provides a ray of hope for obtaining healthcare. On the other hand, research notes
that although video games offer a secure environment for experimentation and validation, there is still a
need for greater diversity in the gaming community. All things considered, both studies highlight how
crucial it is to acknowledge the various ways that TGD people use online spaces to navigate and express
who they are.
2
2.
How and why does the internet function as a safe space? Additionally, how is Animal Crossing: New
Horizons a safe space? Discuss all the key themes from each study and how they are similar and
different. [For the Animal Crossing study, you only have to focus on the qualitative findings]
While the vast expanse of the internet and the idyllic world of Animal Crossing: New Horizons (ACNH)
may seem like disparate landscapes, both function as crucial sanctuaries for ostracized communities. This
analysis delves into the research on how these seemingly contrasting digital spheres cultivate safe spaces,
catering to the specific needs of marginalized identities like transgender and gender-diverse (TGD) youth
and the broader LGBTIQA+ community.
For TGD youth (
Austin A, Craig SL, Navega N, McInroy LB. (2020
))
, the internet becomes safe haven
where they can escape the constant pressures and discrimination they frequently encounter in their daily
life. It becomes a virtual haven where people can set out on a self-discovery quest unhindered by social
norms. Through its ability to connect users with a supportive online community of peers who have
experienced similar things and can provide priceless understanding, this virtual haven helps users feel like
they belong. Additionally, TGD youth are empowered by the internet because it gives them access to a
multitude of tools, such as informational platforms that shed light on their gender journey and support
groups that provide direction and understanding. The research also emphasizes how important the internet
is in reducing the severe mental health issues like depression and suicide thoughts that affect TGD youth
disproportionately. The sense of hope and belonging that comes from making relationships online can
balance out these unpleasant experiences, which are frequently caused by social isolation and a lack of
acceptance. Members of online communities who not only find comfort but also learn how to give back
are further examples of the strength of these networks. One such story illustrates the transforming power
of online spaces, with a young person discovering a trans community online and going on to become a
leader in a trans outreach organization. 3
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In a distinctive way, ACNH (Animal Crossing New Horizons) (Blanco-Fernández, V., & Moreno, J. A.
(2023)) creates a safe haven for the LGBTIQA+ community. Players are able to express themselves
creatively in the game world by using elements such as clothes, island design, and gaming mechanics to
create an accepting and open setting for who they are. The potential discrimination students would face in
the real-world contrasts sharply with this freedom of expression. Beyond the limits of a conventional
game, ACNH becomes a haven, providing solace from the hardships of daily existence and encouraging
self-acceptance in a positive virtual environment. Moreover, the online feature of the game tackles the
drawbacks of in-person meetings, particularly in periods of solitude. When in-person activities are not
possible, ACNH organizes virtual Pride festivities to promote a sense of community and togetherness.
Beyond festivities, the game fosters interpersonal interactions by introducing participants to new people
who share their interests as well as to their current network of friends and acquaintances in the
LGBTIQA+ community.
However, there are also significant distinctions between these two virtual havens. The online research
focuses on the requirements of TGD youth in particular, customizing its support networks to meet their
distinct circumstances. On the other side, ACNH serves a wider range of LGBTIQA+ individuals. The
degree of anonymity varies as well. More anonymity is available on the internet, which is advantageous
for people who value their privacy, but there are some risks involved with using it for online interactions.
The combination of public profiles and anonymity offered by ACNH gives users the freedom to decide
how much of themselves they are comfortable sharing. Lastly, there are differences in the real-world
impact. Users can establish direct connections with offline resources and support networks through the
internet
. While ACNH fosters a strong sense of community within the game world, its impact on the real
world is primarily through the feelings of empowerment and self-acceptance cultivated within the game.
4
In conclusion, marginalized communities can access safe spaces through the internet and ACNH, both of
which are incredibly helpful. Although the internet is great for self-discovery, resource access, and wider
social networks, ACNH gives users a creative way to express themselves, makes it easier to connect with
others in the gaming world, and gives them a brief break from discrimination. In the end, these disparate
digital environments work well together because they provide a variety of ways to promote acceptance
and safety for people who might find it difficult to find them elsewhere.
5
References
Chris A.
Barcelos
(2019)
‘Bye-bye boobies’: normativity, deservingness and medicalisation in
transgender
medical
crowdfunding,
Culture,
Health
&
Sexuality,
21:12,
1394-
1408,
DOI:
10.1080/13691058.2019.1566971
‘Bye-bye boobies’: Normativity, deservingness and
medicalization
in transgender medical crowdfunding
John
L.
McKenna
,
Yu-Chi
Wang
,
Coleen
R.
Williams
,
Kerry
McGregor
&
Elizabeth
R.
Boskey
(2024)
“You can’t be deadnamed in a video game”: Transgender and gender diverse
adolescents’ use of video game avatar creation for gender-affirmation and exploration,
Journal of
LGBT Youth,
21:1,
29-49,
DOI:
10.1080/19361653.2022.2144583
“You can’t be deadnamed in a
video game”: Transgender and gender diverse adolescents’ use of video game avatar creation for
gender-affirmation and exploratio
n
Blanco-Fernández, V., & Moreno, J. A. (2023). “Video Games Were My First Safe Space”:
Queer Gaming in the Animal Crossing New Horizons LGBTIQA+ Community.
Games and
Culture
,
0
(0).
https://doi-org.ezproxy.humber.ca/10.1177/15554120231205638
Austin A, Craig SL, Navega N, McInroy LB. It's my safe space: The life-saving role of the
internet in the lives of transgender and gender diverse youth. Int J Transgend Health. 2020 Jan
6;21(1):33-44. doi: 10.1080/15532739.2019.1700202. PMID: 33015657; PMCID: PMC7430466.
It’s my safe space: The life-saving role of the internet in the lives of transgender and gender
diverse youth
6
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