MACHISMO EN LA INDUSTRIA DE LOS VIDEOJUEGOS : LA MUJER A LA SOMBRA DE ELLOS , TANTO DENTRO COMO FUERA DE LA PANTALLA
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2022-02-24
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Jaén: Universidad de Jaén
Resumen
[ES] En este trabajo de investigación se han analizado los diferentes estereotipos de género que se pueden encontrar en la industria de los videojuegos, teniendo como prioridad los femeninos. Además, de cómo se ha utilizado en la narrativa de estos, a la mujer, desde sus apariciones esporádicas hasta los papeles protagonistas. A su vez, se han expuesto como han llegado a evolucionar estos personajes a lo largo de las diferentes entregas de cada una de sus sagas, aunque, ha habido empresas que se han
tenido que enfrentar a duras críticas por el hecho de incluir personajes sin sexualizar o, incluso, teniendo relaciones homosexuales. Por otro lado, esta investigación da a conocer como es la situación de aquellas
mujeres que deciden dedicarse profesionalmente a esta industria, donde se han recabado casos de acoso y discriminación que han tenido que sufrir las trabajadoras de este sector en concreto, como, por ejemplo, Anita Sarkeesian.
[EN] In this paper, the different gender stereotypes that can be found in the video game industry have been analyzed, prioritizing the female ones, as well as how women have been used in their stories, from their sporadic appearances to their leading roles. At the same time, it has been exposed how these characters have come to evolve throughout the different instalments of each of their series, although there have been companies that have had to face harsh criticism for the fact of including characters without sexualizing or even having homosexual relationships. On the other hand, this research reveals the situation of those women who decide to dedicate themselves professionally to this industry, where cases of harassment and discrimination that workers in this particular sector have had to suffer have been collected, such as, for example, Anita Sarkeesian.
[EN] In this paper, the different gender stereotypes that can be found in the video game industry have been analyzed, prioritizing the female ones, as well as how women have been used in their stories, from their sporadic appearances to their leading roles. At the same time, it has been exposed how these characters have come to evolve throughout the different instalments of each of their series, although there have been companies that have had to face harsh criticism for the fact of including characters without sexualizing or even having homosexual relationships. On the other hand, this research reveals the situation of those women who decide to dedicate themselves professionally to this industry, where cases of harassment and discrimination that workers in this particular sector have had to suffer have been collected, such as, for example, Anita Sarkeesian.