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VIDEO GAMES, DIVERSITY, AND GENDER: SCIENTIFIC AND ACADEMIC RESEARCH

Aline Job, Gabriela Kurtz, Ivelise Forim, Mayara Caetano, Roxane Pirro



 

Gaining prominence with the so-called Girls' Games Movement, in the 90s, the visibility of academic productions that focused on video games and gender was very important, not only to understand the position of women and LGBTQ people within this culture, but also for the birth of their own Game Studies as a discipline. Understanding the gaming culture as something encompassing and permeated by social norms, research has emerged on misogyny in video games, the technological 'gender gap' and sexist representations of women in this media – as well as resistance to these instances. Such proposals came to the fore again in the early 2010s, also counting on the advent of discussions about LGBTQ representations and audiences. Therefore, the book Videogames, Diversity and Gender: Scientific and Academic Research aims to present an overview of works, research and academic projects focused on thinking about gender, sexuality and video games, bringing the discussion to the Brazilian perspective.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

Portuguese

eBook

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N/A

2019

112

OTHER NAMES

  • Videogames, Diversidade e Gênero: Pesquisa Científica e Acadêmica

 

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Publishers: #OficinaLúdica (Oficina Lúdica)

Languages: #Portuguese

Format: #eBook

Year: #Year2019


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