Cyberbullying and gender violence in online games
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , |
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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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 info:eu-repo/semantics/publishedVersion Avaliado por Pares "texto" |
format |
article |
status_str |
publishedVersion |
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 eng |
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 |
dc.format.none.fl_str_mv |
application/pdf application/pdf |
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) instname:Cesumar Diretoria de Pesquisa instacron:CESUMAR |
instname_str |
Cesumar Diretoria de Pesquisa |
instacron_str |
CESUMAR |
institution |
CESUMAR |
reponame_str |
Saúde e Pesquisa (Online) |
collection |
Saúde e Pesquisa (Online) |
repository.name.fl_str_mv |
Saúde e Pesquisa (Online) - Cesumar Diretoria de Pesquisa |
repository.mail.fl_str_mv |
naep@cesumar.br |
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1754122535346110464 |