The blame game : exploring portuguese gamers’ perceptions and experiences regarding sexism in video games
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Data
2021
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Com o aumento do número de mulheres na comunidade de vídeo-gamers maior tem sido o foco
dado à hostilidade entre jogadores, salientando-se uma consciência acerca do sexismo no
mundo dos videojogos. Deste modo, o principal objetivo deste estudo consistiu em analisar as
perceções que os gamers têm em relação a estereótipos de género e sexismo quer nos conteúdos
quer na comunidade gamer. Para explorar estes tópicos, foram utilizadas entrevistas
semiestruturadas e individuais. A amostra foi composta de 30 entrevistas (16 homens) de
participantes entre os 18 a 42 anos de idade. A análise temática das transcrições sugeriu três
temas principais: impacto dos videojogos, sexismo nos videojogos, e sexismo entre gamers.
Em relação ao impacto dos videojogos na vida dos gamers, o impacto negativo triunfou devido
à influência negativa nas relações dos gamers. Em relação aos conteúdos dos videojogos, a
objectificação sexual feminina foi destacada pelos participantes, enquanto que o sexismo
benevolente por parte dos gamers do género masculino sobressaíram nos discursos. Estes temas
foram discutidos a partir da literatura relevante, apresentando-se explicações para os resultados
e recomendações para trabalhos futuros.
As we come closer to numerical equality between genders in video games, evidence indicates a higher display of hostility between players and awareness of sexism in video games. This study intended to understand gamers’ perceptions of gender stereotypes and sexism in video games and among the gamers. These topics were explored using data collected through in depth semi-structured in-person interviews. The participants of this qualitative design study comprised of 30 Portuguese gamers (16 male), ranging from 18 to 42 years old. Thematic analysis of the transcripts suggested three main themes: video games’ impact, sexism in video games, and sexism among gamers. Concerning the video game’s impact on gamers’ lives, the negative impact triumphed as gaming habits negatively influenced gamers’ relationships. Within video games, the stereotype of female characters was the most described, while with gamer stereotypes, the male gamers were the most mentioned. On sexism in video games, sexual objectification was highlighted, whereas among gamers, benevolent sexism struck the highest. These themes are discussed regarding relevant research on the matter, recommendations for future research, and possible explanations for the themes observed.
As we come closer to numerical equality between genders in video games, evidence indicates a higher display of hostility between players and awareness of sexism in video games. This study intended to understand gamers’ perceptions of gender stereotypes and sexism in video games and among the gamers. These topics were explored using data collected through in depth semi-structured in-person interviews. The participants of this qualitative design study comprised of 30 Portuguese gamers (16 male), ranging from 18 to 42 years old. Thematic analysis of the transcripts suggested three main themes: video games’ impact, sexism in video games, and sexism among gamers. Concerning the video game’s impact on gamers’ lives, the negative impact triumphed as gaming habits negatively influenced gamers’ relationships. Within video games, the stereotype of female characters was the most described, while with gamer stereotypes, the male gamers were the most mentioned. On sexism in video games, sexual objectification was highlighted, whereas among gamers, benevolent sexism struck the highest. These themes are discussed regarding relevant research on the matter, recommendations for future research, and possible explanations for the themes observed.
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Orientação: Ana Beato
Palavras-chave
MESTRADO EM TRANSDISCIPLINAR DE SEXOLOGIA, SEXOLOGIA, ESTEREÓTIPOS, GÉNERO, VIDEOJOGOS, SEXISMO, INVESTIGAÇÃO QUALITATIVA, SEXOLOGY, STEREOTYPES, GENDER, VIDEO GAMES, SEXISM, QUALITATIVE RESEARCH