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...

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Detalles Bibliográficos
Autores: Esteban Ramiro, Beatriz, Moreno López, Roberto
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
Descripción
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.