One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies
Autor(a) principal: | |
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Data de Publicação: | 2017 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Revista de Design, Tecnologia e Sociedade |
Texto Completo: | https://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12317 |
Resumo: | In 2015, the gaming industry earned $ 22.41 billion in the United States only, overriding the film and music industries. Commonly understood as a male universe, the game industry has seen the growth of women's presence in games over the last years - according to recent data, 51% of Brazilian game players are women. Taking the perspective of consumer culture theories, the authors perform a content analysis on data collected in a survey to understand the main mechanisms of discrimination to which female gamers are exposed. From the results, it is understood that the industry still fails to represent women in their games, inserted in a sociocultural context of masculine dominance, in which the game design needs to act beyond the narrative and visual aspects. |
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One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupiesUm passo para frente e dois para trás: o contexto de agressão à s mulheres gamers e os espaços que o game design se ocupaIn 2015, the gaming industry earned $ 22.41 billion in the United States only, overriding the film and music industries. Commonly understood as a male universe, the game industry has seen the growth of women's presence in games over the last years - according to recent data, 51% of Brazilian game players are women. Taking the perspective of consumer culture theories, the authors perform a content analysis on data collected in a survey to understand the main mechanisms of discrimination to which female gamers are exposed. From the results, it is understood that the industry still fails to represent women in their games, inserted in a sociocultural context of masculine dominance, in which the game design needs to act beyond the narrative and visual aspects. A indústria de gamesmovimentou, em 2015, US$ 22.41 bilhões apenas nos Estados Unidos, desbancando as indústrias do cinema e da música. Compreendido no senso comum como um universo masculino, nos últimos anos tal indústria vê o crescimento da presença das mulheres nos jogos - segundo dados recentes, 51% dos jogadores brasileiros são mulheres. Adotando a perspectiva das teorias da cultura do consumo, os autores realizam uma análise de conteúdo sobre dados coletados em uma surveypara compreender os principais mecanismos de discriminação aos quais as mulheres gamerssão expostas. A partir dos resultados, compreende-se que a indústria ainda falha em representar mulheres em seus jogos, inseridas num contexto sociocultural de dominância masculina, em que o game design precisa atuar além dos aspectos narrativos e visuais. Programa de Pós-Graduação em Design, Departamento de Design/Instituto de Artes-UnB2017-12-30info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12317Revista de Design, Tecnologia e Sociedade; v. 4 n. 2 (2017); 1-162525-7471reponame:Revista de Design, Tecnologia e Sociedadeinstname:Universidade de Brasília (UnB)instacron:UNBporhttps://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12317/10796Batista, Marcelo ViannaLorenz, Bruno AugustoCosta, Filipe Campelo Xavier dainfo:eu-repo/semantics/openAccess2018-09-02T16:47:36Zoai:ojs.pkp.sfu.ca:article/12317Revistahttps://periodicos.unb.br/index.php/design-tecnologia-sociedadePUBhttps://periodicos.unb.br/index.php/design-tecnologia-sociedade/oai2525-74712358-9582opendoar:2018-09-02T16:47:36Revista de Design, Tecnologia e Sociedade - Universidade de Brasília (UnB)false |
dc.title.none.fl_str_mv |
One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies Um passo para frente e dois para trás: o contexto de agressão à s mulheres gamers e os espaços que o game design se ocupa |
title |
One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies |
spellingShingle |
One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies Batista, Marcelo Vianna |
title_short |
One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies |
title_full |
One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies |
title_fullStr |
One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies |
title_full_unstemmed |
One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies |
title_sort |
One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies |
author |
Batista, Marcelo Vianna |
author_facet |
Batista, Marcelo Vianna Lorenz, Bruno Augusto Costa, Filipe Campelo Xavier da |
author_role |
author |
author2 |
Lorenz, Bruno Augusto Costa, Filipe Campelo Xavier da |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Batista, Marcelo Vianna Lorenz, Bruno Augusto Costa, Filipe Campelo Xavier da |
description |
In 2015, the gaming industry earned $ 22.41 billion in the United States only, overriding the film and music industries. Commonly understood as a male universe, the game industry has seen the growth of women's presence in games over the last years - according to recent data, 51% of Brazilian game players are women. Taking the perspective of consumer culture theories, the authors perform a content analysis on data collected in a survey to understand the main mechanisms of discrimination to which female gamers are exposed. From the results, it is understood that the industry still fails to represent women in their games, inserted in a sociocultural context of masculine dominance, in which the game design needs to act beyond the narrative and visual aspects. |
publishDate |
2017 |
dc.date.none.fl_str_mv |
2017-12-30 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12317 |
url |
https://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12317 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12317/10796 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Programa de Pós-Graduação em Design, Departamento de Design/Instituto de Artes-UnB |
publisher.none.fl_str_mv |
Programa de Pós-Graduação em Design, Departamento de Design/Instituto de Artes-UnB |
dc.source.none.fl_str_mv |
Revista de Design, Tecnologia e Sociedade; v. 4 n. 2 (2017); 1-16 2525-7471 reponame:Revista de Design, Tecnologia e Sociedade instname:Universidade de Brasília (UnB) instacron:UNB |
instname_str |
Universidade de Brasília (UnB) |
instacron_str |
UNB |
institution |
UNB |
reponame_str |
Revista de Design, Tecnologia e Sociedade |
collection |
Revista de Design, Tecnologia e Sociedade |
repository.name.fl_str_mv |
Revista de Design, Tecnologia e Sociedade - Universidade de Brasília (UnB) |
repository.mail.fl_str_mv |
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1798313148196847616 |