Percepción del sexismo en los videojuegos online y condicionantes sociodemográficos en la ciberviolencia
Introduction: Young people increasingly use digital spaces to socialise, often replicating sexist attitudes. Online video games remain androcentric environments that perpetuate gender-differentiated experiences, despite the fact that nearly half of the players are female. Young peoples perceptions o...
| Autores: | , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2025 |
| País: | España |
| Institución: | Universidad de Castilla-La Mancha |
| Repositorio: | RUIdeRA. Repositorio Institucional de la UCLM |
| OAI Identifier: | oai:dnet:ruidera_____::74000341971a7d0aa08aae875d1a46d2 |
| Acceso en línea: | https://doi.org/10.15198/seeci.2025.58.e908 https://www.seeci.net/revista/index.php/seeci/article/view/908 https://hdl.handle.net/10578/48102 |
| Access Level: | acceso abierto |
| Palabra clave: | Ciberviolencia Cyber-violence Gender Género Jóvenes Multiplayer video games Sexism Sexismo Videojuegos multijugador Youth |
| Sumario: | Introduction: Young people increasingly use digital spaces to socialise, often replicating sexist attitudes. Online video games remain androcentric environments that perpetuate gender-differentiated experiences, despite the fact that nearly half of the players are female. Young peoples perceptions of the presence of violence in online environments play a crucial role in the development of strategies to address it. Objectives: To examine youth perception of online violence and sexism in video games, with particular focus on sociodemographic differences. Methodology: A stratified probability sample (N=1063) was employed to assess perceptions of online violence through a self-administered questionnaire, employing a quantitative approach for analysis. Results: The findings indicate that online violence is widespread among young people, influenced by sociodemographic and gender-related factors. Women report a higher perception of sexism in video games, suggesting a more critical view. In contrast, men perceive it to a lesser extent, reflecting a less critical attitude towards the digital environment. Discussion and conclusions: Online violence and perceptions of sexism in multiplayer video games predominantly affect young women. Gender differences in perception emphasise the need for educational and social interventions to increase user awareness and promote an inclusive environment. Additionally, it is imperative to regulate interaction dynamics through measures that reduce anonymity and foster mutual respect, thus preventing the normalisation of discriminatory attitudes within video games. |
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