One step forward and two steps back: the female aggression on gamers’ context and the spaces that game design occupies
Abstract
In 2015, the gaming industry earned $ 22.41 billion in the United States only, overriding the film and music industries. Commonly understood as a male universe, the game industry has seen the growth of women's presence in games over the last years - according to recent data, 51% of Brazilian game players are women. Taking the perspective of consumer culture theories, the authors perform a content analysis on data collected in a survey to understand the main mechanisms of discrimination to which female gamers are exposed. From the results, it is understood that the industry still fails to represent women in their games, inserted in a sociocultural context of masculine dominance, in which the game design needs to act beyond the narrative and visual aspects.
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