 A persistent concern about the use of computers and especially computer games is that this could result in anti-social behavior and isolation. Yet studies might not support these hypotheses (Gibba, et al. 1983). With the advent of massively multiplayer games as well as video games designed for families the social isolation hypothesis is even harder to believe. These games do, however, raise gender equality issues. James Ivory used online reviews of games to complete a study that shows that male characters outnumber female characters in games and those female images that are in games tend to be overly sexualized (Ivory 2006). Soukup (2007) suggests that gameplay in these virtual worlds is most often based on gameplay that is oriented to masculine styles of play thus potentially alienating women players. And those women that do participate in game play at the highest level play roles in gaming culture that are very different from those the largely heterosexual white male gamers, often leveraging their sexuality to gain acceptance (Taylor et al. 2009). Additionally, Joan M. McMahon and Ronnie Cohen have studied how gender plays a role in the making of ethical decisions in the virtual online world, with women more likely to judge a questionable act as unethical then men (2009). Marcus Johansson suggests that we may be able to mitigate virtual immorality by punishing virtual crimes with virtual penalties in order to foster more ethical virtual communities (Johansson 2009). 