Women Representativity in Games
DOI:
https://doi.org/10.19153/cleiej.22.2.7Abstract
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.
Downloads
Published
Issue
Section
License
CLEIej is supported by its home institution, CLEI, and by the contribution of the Latin American and international researchers community, and it does not apply any author charges whatsoever for submitting and publishing. Since its creation in 1998, all contents are made publicly accesibly. The current license being applied is a (CC)-BY license (effective October 2015; between 2011 and 2015 a (CC)-BY-NC license was used).