Cyberbullying and gender violence in online games

Detalhes bibliográficos
Autor(a) principal: Callou, Regiane Clarice Macedo
Data de Publicação: 2021
Outros Autores: Bezerra, Sáskya Jorgeanne Barros, Moreira, Felice Teles Lira dos Santos, Belém, Jameson Moreira, Albuquerque, Grayce Alencar
Tipo de documento: Artigo
Idioma: por
eng
Título da fonte: Saúde e Pesquisa (Online)
Texto Completo: https://periodicos.unicesumar.edu.br/index.php/saudpesq/article/view/7920
Resumo: This study aimed to identify how female players perceives manifestation of violence/abuse on the online gaming environment. It is a cross-sectional descriptive study using qualitative research, with violence in the virtual environment as a variable. It started in July 2018 and it finished in November 2018. Data were acquired in two cities: Juazeiro do Norte and Crato (State of Ceará, Brazil). It was used a semi-structured interview which has been finished with saturation. All interviews were processed by the software IRAMUTEQ, v0.7 alpha 2. During the research process 13 (thirteen) female players participated, most of them are 20 to 35 years old, students and single. From the responses collected, it was possible to elaborate two different thematic categories: The first one addresses the types of violence suffered in online games, with emphasis on the psychological one, materialized in swearing and sexual harassment; and the second, the motivations of sexual violence in online games as a result, in part, of the presence of women in this environment. It was concluded that gender abuse happens in every single male dominant environment (such as online gaming). Thus, encouraging the reporting and the punishment of aggressions, and the inspection of these environments can democratize such spaces.
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spelling Cyberbullying and gender violence in online gamesCyberbullying e violência de gênero em jogos onlineGender-based violenceMental healthOnline gamesJogos onlineSaúde mentalViolência de gêneroViolência de Gênero em jogos virtuaisThis study aimed to identify how female players perceives manifestation of violence/abuse on the online gaming environment. It is a cross-sectional descriptive study using qualitative research, with violence in the virtual environment as a variable. It started in July 2018 and it finished in November 2018. Data were acquired in two cities: Juazeiro do Norte and Crato (State of Ceará, Brazil). It was used a semi-structured interview which has been finished with saturation. All interviews were processed by the software IRAMUTEQ, v0.7 alpha 2. During the research process 13 (thirteen) female players participated, most of them are 20 to 35 years old, students and single. From the responses collected, it was possible to elaborate two different thematic categories: The first one addresses the types of violence suffered in online games, with emphasis on the psychological one, materialized in swearing and sexual harassment; and the second, the motivations of sexual violence in online games as a result, in part, of the presence of women in this environment. It was concluded that gender abuse happens in every single male dominant environment (such as online gaming). Thus, encouraging the reporting and the punishment of aggressions, and the inspection of these environments can democratize such spaces.A pesquisa teve como objetivo identificar a percepção de mulheres jogadoras online quanto às manifestações de violência no espaço virtual. Trata-se de estudo transversal, descritivo e qualitativo realizado entre julho e novembro de 2018 nos municípios de Juazeiro do Norte e Crato, Ceará, Brasil, utilizaram-se roteiros semiestruturados para as entrevistas que foram processadas pelo software IRAMUTEQ, versão 0.7 alfa 2. Participaram 13 mulheres, entre 20 e 35 anos, solteiras e estudantes. A partir dos dados coletados, se elaboraram duas categorias temáticas. A primeira aborda os tipos de violência sofrida em jogos online, com destaque para a psicológica, materializada em xingamentos e assédio sexual; e a segunda, as motivações da violência sexual em jogos online como resultado, em parte, da presença de mulheres nesse ambiente. Concluiu-se que a violência de gênero está presente em todos os espaços onde as mulheres se inserem, incluindo os virtuais. Assim, incentivar a denúncia e punição de agressores e a fiscalização desses locais pode democratizar tais ambientes. Universidade Cesumar - UniCesumar2021-06-11info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionAvaliado por Pares"texto"application/pdfapplication/pdfhttps://periodicos.unicesumar.edu.br/index.php/saudpesq/article/view/792010.17765/2176-9206.2021v14n3e7920Saúde e Pesquisa; Vol 14 No 3 (2021): jul./set. ; 543-554Saúde e Pesquisa; v. 14 n. 3 (2021): jul./set. ; 543-5542176-9206reponame:Saúde e Pesquisa (Online)instname:Cesumar Diretoria de Pesquisainstacron:CESUMARporenghttps://periodicos.unicesumar.edu.br/index.php/saudpesq/article/view/7920/6657https://periodicos.unicesumar.edu.br/index.php/saudpesq/article/view/7920/6678Callou, Regiane Clarice Macedo Bezerra, Sáskya Jorgeanne Barros Moreira, Felice Teles Lira dos SantosBelém, Jameson Moreira Albuquerque, Grayce Alencarinfo:eu-repo/semantics/openAccess2022-07-20T12:16:35Zoai:ojs.pkp.sfu.ca:article/7920Revistahttps://periodicos.unicesumar.edu.br/index.php/saudpesqPUBhttps://periodicos.unicesumar.edu.br/index.php/saudpesq/oainaep@cesumar.br2176-92061983-1870opendoar:2022-07-20T12:16:35Saúde e Pesquisa (Online) - Cesumar Diretoria de Pesquisafalse
dc.title.none.fl_str_mv Cyberbullying and gender violence in online games
Cyberbullying e violência de gênero em jogos online
title Cyberbullying and gender violence in online games
spellingShingle Cyberbullying and gender violence in online games
Callou, Regiane Clarice Macedo
Gender-based violence
Mental health
Online games
Jogos online
Saúde mental
Violência de gênero
Violência de Gênero em jogos virtuais
title_short Cyberbullying and gender violence in online games
title_full Cyberbullying and gender violence in online games
title_fullStr Cyberbullying and gender violence in online games
title_full_unstemmed Cyberbullying and gender violence in online games
title_sort Cyberbullying and gender violence in online games
author Callou, Regiane Clarice Macedo
author_facet Callou, Regiane Clarice Macedo
Bezerra, Sáskya Jorgeanne Barros
Moreira, Felice Teles Lira dos Santos
Belém, Jameson Moreira
Albuquerque, Grayce Alencar
author_role author
author2 Bezerra, Sáskya Jorgeanne Barros
Moreira, Felice Teles Lira dos Santos
Belém, Jameson Moreira
Albuquerque, Grayce Alencar
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Callou, Regiane Clarice Macedo
Bezerra, Sáskya Jorgeanne Barros
Moreira, Felice Teles Lira dos Santos
Belém, Jameson Moreira
Albuquerque, Grayce Alencar
dc.subject.por.fl_str_mv Gender-based violence
Mental health
Online games
Jogos online
Saúde mental
Violência de gênero
Violência de Gênero em jogos virtuais
topic Gender-based violence
Mental health
Online games
Jogos online
Saúde mental
Violência de gênero
Violência de Gênero em jogos virtuais
description This study aimed to identify how female players perceives manifestation of violence/abuse on the online gaming environment. It is a cross-sectional descriptive study using qualitative research, with violence in the virtual environment as a variable. It started in July 2018 and it finished in November 2018. Data were acquired in two cities: Juazeiro do Norte and Crato (State of Ceará, Brazil). It was used a semi-structured interview which has been finished with saturation. All interviews were processed by the software IRAMUTEQ, v0.7 alpha 2. During the research process 13 (thirteen) female players participated, most of them are 20 to 35 years old, students and single. From the responses collected, it was possible to elaborate two different thematic categories: The first one addresses the types of violence suffered in online games, with emphasis on the psychological one, materialized in swearing and sexual harassment; and the second, the motivations of sexual violence in online games as a result, in part, of the presence of women in this environment. It was concluded that gender abuse happens in every single male dominant environment (such as online gaming). Thus, encouraging the reporting and the punishment of aggressions, and the inspection of these environments can democratize such spaces.
publishDate 2021
dc.date.none.fl_str_mv 2021-06-11
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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Avaliado por Pares
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dc.identifier.uri.fl_str_mv https://periodicos.unicesumar.edu.br/index.php/saudpesq/article/view/7920
10.17765/2176-9206.2021v14n3e7920
url https://periodicos.unicesumar.edu.br/index.php/saudpesq/article/view/7920
identifier_str_mv 10.17765/2176-9206.2021v14n3e7920
dc.language.iso.fl_str_mv por
eng
language por
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dc.relation.none.fl_str_mv https://periodicos.unicesumar.edu.br/index.php/saudpesq/article/view/7920/6657
https://periodicos.unicesumar.edu.br/index.php/saudpesq/article/view/7920/6678
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Universidade Cesumar - UniCesumar
publisher.none.fl_str_mv Universidade Cesumar - UniCesumar
dc.source.none.fl_str_mv Saúde e Pesquisa; Vol 14 No 3 (2021): jul./set. ; 543-554
Saúde e Pesquisa; v. 14 n. 3 (2021): jul./set. ; 543-554
2176-9206
reponame:Saúde e Pesquisa (Online)
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