SciELO - Scientific Electronic Library Online

 
vol.17 número34Perspectivas latinoamericanas sobre el rol de los profesionales de la comunicación organizacional y las relaciones públicasTendencias de la radio online como apoyo a la construcción de estrategias propias para el medio índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Indicadores

Links relacionados

  • En proceso de indezaciónCitado por Google
  • No hay articulos similaresSimilares en SciELO
  • En proceso de indezaciónSimilares en Google

Compartir


Anagramas -Rumbos y sentidos de la comunicación-

versión impresa ISSN 1692-2522

Resumen

CORONA, Antonio. Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation. anagramas rumbos sentidos comun. [online]. 2019, vol.17, n.34, pp.155-175. ISSN 1692-2522.  https://doi.org/10.22395/angr.v17n34a8.

This work conducted a quantitative study of gender representation in five top-selling multi-platform action video games leading in sales of the seventh generation, through the technique of content analysis. The central narrative of each game was analyzed by using the character as an analysis unit and the mission as a registration unit; the latter is taken as each section of the game in which the player needs to achieve a goal to progress through the story. The physical appearance, behavior, language and dress of both masculine and feminine leading, supporting and tertiary characters were categorized. A 4:1 ratio between male and female characters was found, which comprises a serious under-representation of the female gender in these games. Significant differences were also found in both physical and behavioral representation between male and female characters. Regarding physical appearance, it was found that female characters’ outfits are noticeably more revealing than those of male ones. Concerning behavior, female characters were found to have a greater presence of sexualized behaviors and to have less confidence, violence and leadership attitude than their male counterparts. It is claimed that, despite what has been found, gender representation in the media has improved when compared to the findings of previous studies, and that it is necessary to do research on the way in which players relate to these contents.

Palabras clave : cultural diversity; videogame; gender; sexuality; hegemony; representation; sexual stereotype; mass media..

        · resumen en Español | Portugués     · texto en Español     · Español ( pdf )