Identidade de gênero, futebol e videogames

Detalhes bibliográficos
Autor(a) principal: Azevedo, Rogério Tenório de
Data de Publicação: 2014
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFS
Texto Completo: https://ri.ufs.br/handle/riufs/5764
Resumo: This work aims to discuss the women´s exclusion from the design of soccer videogames. We investigated two of the best-selling videogames in Brazil titled Pro Evolution Soccer and FIFA Soccer. The research developed in three stages. First we observed the gameplay of five students, four males and a female, from a public school to analyze both the game design and the relationship between the game and the players. Then we conducted a bibliographical study in order to identify why these videogames exclude women´s soccer. It was possible to identify various contexts that contribute directly or indirectly to such exclusion. Finally, we proposed an activity on the exclusion of women´s soccer to the students in the same school to investigate how they understood this exclusion in the physical and digital soccer. The work had the research of Consalvo (2013) and Bryce, Rutter and Sullivan (2006), Crawford (2009), and Crawford and Gosling (2005) on gender identity and sports videogames as the main reference. We understood that the exclusion of women´s soccer cannot be attributed to a single reason. Both videogames seek to replicate the reality of soccer and the transmission broadcast of it on television but from contexts where women´s soccer has been marginalized. Moreover, the female audience has not been considered by the producers as an ideal market, despite its great consuming potential. As a result of the exclusion of women´s soccer from the design of videogames, soccer videogames are perceived as a male amusement, this could lead to a disengagement from practice for the women. Moreover, as a result of this exclusion, students had little knowledge about the women´s game. Therefore, it is necessary to reframe soccer videogames beyond mere amusement, as they may contribute to consolidate traditional values and concepts that position women at a disadvantaged place in sports and society.
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spelling Azevedo, Rogério Tenório deZacchi, Vanderlei Joséhttp://lattes.cnpq.br/81795515030400002017-09-27T13:40:12Z2017-09-27T13:40:12Z2014-08-28https://ri.ufs.br/handle/riufs/5764This work aims to discuss the women´s exclusion from the design of soccer videogames. We investigated two of the best-selling videogames in Brazil titled Pro Evolution Soccer and FIFA Soccer. The research developed in three stages. First we observed the gameplay of five students, four males and a female, from a public school to analyze both the game design and the relationship between the game and the players. Then we conducted a bibliographical study in order to identify why these videogames exclude women´s soccer. It was possible to identify various contexts that contribute directly or indirectly to such exclusion. Finally, we proposed an activity on the exclusion of women´s soccer to the students in the same school to investigate how they understood this exclusion in the physical and digital soccer. The work had the research of Consalvo (2013) and Bryce, Rutter and Sullivan (2006), Crawford (2009), and Crawford and Gosling (2005) on gender identity and sports videogames as the main reference. We understood that the exclusion of women´s soccer cannot be attributed to a single reason. Both videogames seek to replicate the reality of soccer and the transmission broadcast of it on television but from contexts where women´s soccer has been marginalized. Moreover, the female audience has not been considered by the producers as an ideal market, despite its great consuming potential. As a result of the exclusion of women´s soccer from the design of videogames, soccer videogames are perceived as a male amusement, this could lead to a disengagement from practice for the women. Moreover, as a result of this exclusion, students had little knowledge about the women´s game. Therefore, it is necessary to reframe soccer videogames beyond mere amusement, as they may contribute to consolidate traditional values and concepts that position women at a disadvantaged place in sports and society.Este trabalho tem por objetivo discutir a exclusão feminina do design dos videogames de futebol. Para isso investigamos os dois jogos mais vendidos no Brasil intitulados Pro Evolution Soccer e FIFA Soccer. A pesquisa se desenvolveu em três momentos. Primeiro observamos a prática de jogo de quatro alunos e uma aluna de uma escola pública a fim de analisar o design do jogo e sua relação com os jogadores. Em seguida fizemos um estudo bibliográfico, buscando identificar porque tais jogos excluem o futebol feminino. Foi possível evidenciar diversos contextos que contribuem direta ou indiretamente para essa exclusão. Por último, propusemos uma atividade sobre a exclusão do futebol feminino para os alunos da mesma escola para investigar como eles entendiam essa exclusão no futebol físico e no futebol digital. O trabalho teve como principais referências as pesquisas de Consalvo (2013) e Bryce, Rutter e Sullivan (2006), Crawford (2009) e Crawford e Gosling (2005) sobre identidade de gênero e videogames esportivos. Percebemos que a exclusão do futebol feminino não pode ser atribuída a um fator isolado. Os dois videogames buscam reproduzir a realidade do futebol e a transmissão do esporte pela televisão a partir de contextos em que o futebol feminino tem sido marginalizado. Além disso, o público feminino não tem sido considerado pelas empresas produtoras como um público-consumidor ideal, apesar de seu grande potencial de consumo. Como consequência da exclusão do futebol feminino do design dos videogames de futebol, os jogos eram percebidos como diversão masculina, afastando as mulheres da prática de jogo e os alunos-jogadores tinham pouco conhecimento a respeito da modalidade feminina. Portanto, é preciso ressignificar os videogames de futebol para além da mera diversão, pois eles podem contribuir para consolidar valores e conceitos tradicionais que colocam a mulher em posição desvantajosa no esporte e na sociedade.application/pdfporLingüísticaAnálise do discursoIdentidade socialGêneroIdentidade de gêneroCondições sociais das mulheresJogos eletrônicosVideogamesFutebolJogosDiscourse analysisElectronic gamesFootballGamesGroup identityLinguisticsVideo gamesWomenCNPQ::LINGUISTICA, LETRAS E ARTES::LETRASIdentidade de gênero, futebol e videogamesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisPós-Graduação em Letrasinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSORIGINALROGERIO_TENORIO_AZEVEDO.pdfapplication/pdf865992https://ri.ufs.br/jspui/bitstream/riufs/5764/1/ROGERIO_TENORIO_AZEVEDO.pdfc9008dcdf8d81c74cbad52d9aaf2b71fMD51TEXTROGERIO_TENORIO_AZEVEDO.pdf.txtROGERIO_TENORIO_AZEVEDO.pdf.txtExtracted texttext/plain279214https://ri.ufs.br/jspui/bitstream/riufs/5764/2/ROGERIO_TENORIO_AZEVEDO.pdf.txtfb302895885d63710be8045e2ae7543aMD52THUMBNAILROGERIO_TENORIO_AZEVEDO.pdf.jpgROGERIO_TENORIO_AZEVEDO.pdf.jpgGenerated Thumbnailimage/jpeg1239https://ri.ufs.br/jspui/bitstream/riufs/5764/3/ROGERIO_TENORIO_AZEVEDO.pdf.jpg4174c2a0e6adf2dc384ff441bfde307bMD53riufs/57642018-01-15 19:48:16.57oai:ufs.br:riufs/5764Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2018-01-15T22:48:16Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false
dc.title.por.fl_str_mv Identidade de gênero, futebol e videogames
title Identidade de gênero, futebol e videogames
spellingShingle Identidade de gênero, futebol e videogames
Azevedo, Rogério Tenório de
Lingüística
Análise do discurso
Identidade social
Gênero
Identidade de gênero
Condições sociais das mulheres
Jogos eletrônicos
Videogames
Futebol
Jogos
Discourse analysis
Electronic games
Football
Games
Group identity
Linguistics
Video games
Women
CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS
title_short Identidade de gênero, futebol e videogames
title_full Identidade de gênero, futebol e videogames
title_fullStr Identidade de gênero, futebol e videogames
title_full_unstemmed Identidade de gênero, futebol e videogames
title_sort Identidade de gênero, futebol e videogames
author Azevedo, Rogério Tenório de
author_facet Azevedo, Rogério Tenório de
author_role author
dc.contributor.author.fl_str_mv Azevedo, Rogério Tenório de
dc.contributor.advisor1.fl_str_mv Zacchi, Vanderlei José
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/8179551503040000
contributor_str_mv Zacchi, Vanderlei José
dc.subject.por.fl_str_mv Lingüística
Análise do discurso
Identidade social
Gênero
Identidade de gênero
Condições sociais das mulheres
Jogos eletrônicos
Videogames
Futebol
Jogos
topic Lingüística
Análise do discurso
Identidade social
Gênero
Identidade de gênero
Condições sociais das mulheres
Jogos eletrônicos
Videogames
Futebol
Jogos
Discourse analysis
Electronic games
Football
Games
Group identity
Linguistics
Video games
Women
CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS
dc.subject.eng.fl_str_mv Discourse analysis
Electronic games
Football
Games
Group identity
Linguistics
Video games
Women
dc.subject.cnpq.fl_str_mv CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS
description This work aims to discuss the women´s exclusion from the design of soccer videogames. We investigated two of the best-selling videogames in Brazil titled Pro Evolution Soccer and FIFA Soccer. The research developed in three stages. First we observed the gameplay of five students, four males and a female, from a public school to analyze both the game design and the relationship between the game and the players. Then we conducted a bibliographical study in order to identify why these videogames exclude women´s soccer. It was possible to identify various contexts that contribute directly or indirectly to such exclusion. Finally, we proposed an activity on the exclusion of women´s soccer to the students in the same school to investigate how they understood this exclusion in the physical and digital soccer. The work had the research of Consalvo (2013) and Bryce, Rutter and Sullivan (2006), Crawford (2009), and Crawford and Gosling (2005) on gender identity and sports videogames as the main reference. We understood that the exclusion of women´s soccer cannot be attributed to a single reason. Both videogames seek to replicate the reality of soccer and the transmission broadcast of it on television but from contexts where women´s soccer has been marginalized. Moreover, the female audience has not been considered by the producers as an ideal market, despite its great consuming potential. As a result of the exclusion of women´s soccer from the design of videogames, soccer videogames are perceived as a male amusement, this could lead to a disengagement from practice for the women. Moreover, as a result of this exclusion, students had little knowledge about the women´s game. Therefore, it is necessary to reframe soccer videogames beyond mere amusement, as they may contribute to consolidate traditional values and concepts that position women at a disadvantaged place in sports and society.
publishDate 2014
dc.date.issued.fl_str_mv 2014-08-28
dc.date.accessioned.fl_str_mv 2017-09-27T13:40:12Z
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