Gender-bait

From Wikipedia, the free encyclopedia

Gender-bait is a term used by William Gibson in his 2003 novel Pattern Recognition[1] for the practice of some males who represent themselves as females online to elicit a positive response from other males. This is most common in Internet forums and Massively multiplayer online role-playing games.

A study from the Daedalus Project provides statistics about gender-baiting in World of Warcraft.[2] In this popular on-line computer game, 84% of the players are male, 23% of whom play female characters. Of the female players only 3% pose as male characters, contrary to the belief that the practice is more likely in females who would be avoiding harassment or advances.

[edit] Alternate usage

The term gender-baiting has been in use at least since 1992,[3] mostly in the sense similar to race baiting.

[edit] See also

[edit] References

  1. ^ "Nothing like genderbait for the nerds, as I'm sure you well know." Pattern Recognition, paperback, page 78
  2. ^ The Demographics of Gender-Bending, September 3, 2003
  3. ^ gender-baiting - Google Groups