Women Representativity in Games

Paula Casagrande Bristot, Eliane Pozzebon, Felipe Zago Canal, Julio Augusto Da Rosa Carraro, L. Frigo
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引用次数: 1

Abstract

Women fighting for space respect and equality is a frequent habit on social ambit. In games context it is not different, recognition as a potential public and representation demand in games are goals to be achieved. This article intends to discuss witch factors leads to these consequences of representability and recognition lacks. Through literature, it was possible to present some possible causes, such as gender differences establishment that leads to a market segmentation by industry. By showing some games characters, it was possible to demonstrate some stereotypes impregnated to the female figure and how much it's reflex leads to the mentioned lacks in the game, as well as it affects the female public. On the other side, it was possible to present some out-of-stand character, confirming that it is possible to have diversity and representativity in games.
游戏中的女性代表性
女性为争取空间、尊重和平等而斗争是社会领域的一种常见习惯。在游戏环境中也是如此,作为潜在公众的认可和游戏中的表现需求都是需要实现的目标。本文旨在探讨导致这些后果的代表性和认可度缺乏的因素。通过文献,有可能提出一些可能的原因,如性别差异的建立,导致按行业细分市场。通过展示一些游戏角色,我们可以展示出女性形象的一些刻板印象,以及这种刻板印象在多大程度上导致了游戏中所提到的缺失,以及它对女性公众的影响。另一方面,我们也有可能呈现一些与众不同的角色,这也证实了在游戏中拥有多样性和代表性是可能的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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