Sexualização e empoderamento: jogos eletrônicos e mercantilização de corpos femininos
Ano de defesa: | 2024 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Uberlândia
Brasil Programa de Pós-graduação em Ciências Sociais |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | https://repositorio.ufu.br/handle/123456789/43796 http://doi.org/10.14393/ufu.di.2024.711 |
Resumo: | The frequent insertion of technology in social life is a relatively new phenomenon and, therefore, arouses a variety of discussions and concerns. The majority of the debates are about the use of technology, while others focus on the social and psychological aspects of these means of communication. Despite being a form of online social interaction, electronic games should not be considered as if they were disconnected from reality, since in this space, social relationships established in person also happen. Therefore, the theme of this research is related to the representations of sexuality and the female body in electronic games. Our objective was to identify the representation of the female body as a marketable product in the electronic games industry. Strictly speaking, we developed a reflection on the ways in which the woman’s bodies, intellect and social role are represented in products consumed, for the most part, by young people: electronic games. In order to develop the research, we used the content analysis as the methodology. Based on this, we developed categories of analysis markers so that we could consider the characters explored. These are: anatomy, clothing, gender and sexuality. Our object of analysis in question was the series of games from The Last of Us, mainly the two main characters of the second game, Ellie and Abby. In short, women began to have a representation based on empowerment only after the 2010s, when cases of misogyny occurred in the gaming scene that generated great repercussions. Only after such events, the development industries did turn their attention to the female consumer audience, which has increased exponentially. The changes in production that transform female characters into supposedly empowered ones occur due to capitalism's absorption of the subjects of social movements, transforming them into products. However, such absorption of social topics is not meant to question the patriarchal system, but rather to promote consumption based on a false idea of empowerment. |