La violencia de género y la representación de minorías LGBTQIA+ en los videojuegos

This study aims to analyze the representation of minorities in video games and the gamer community. The chosen method of analysis was netnography. Data collection was conducted through semi-structured interviews and participant observation. Fieldwork began in November 2021, and the observation was c...

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Detalles Bibliográficos
Autores: Moreira, Giovane, Cassanego Jr., Paulo
Tipo de recurso: artículo
Fecha de publicación:2025
País:Perú
Institución:Pontificia Universidad Católica del Perú
Repositorio:PUCP-Institucional
Idioma:portugués
OAI Identifier:oai:repositorio.pucp.edu.pe:20.500.14657/203976
Acceso en línea:https://revistas.pucp.edu.pe/index.php/anthropologica/article/view/28649/27668
http://hdl.handle.net/20.500.14657/203976
https://doi.org/10.18800/anthropologica.202501.012
Access Level:acceso abierto
Palabra clave:Violence against minorities
LGBTQIA
Female audience
Netnography
Violencia contra minorías
Público femenino
Netnografía
Violência contra minorias
Público feminino
Netnografia
https://purl.org/pe-repo/ocde/ford#5.04.03
Descripción
Sumario:This study aims to analyze the representation of minorities in video games and the gamer community. The chosen method of analysis was netnography. Data collection was conducted through semi-structured interviews and participant observation. Fieldwork began in November 2021, and the observation was concluded in February 2022. It was found that the representation of minorities in video games is still limited, with instances of hypersexualization of female bodies and a lack of LGBTQIA+ visibility. This absence is reflected in the gaming environment, perpetuating certain players’ behaviors when interacting with marginalized communities.