One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies

Detalhes bibliográficos
Autor(a) principal: Batista, Marcelo Vianna
Data de Publicação: 2017
Outros Autores: Lorenz, Bruno Augusto, Costa, Filipe Campelo Xavier da
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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spelling 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 às 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 às 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
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format article
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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
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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)
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