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...
| Autores: | , |
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| 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 |
| 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. |
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