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Video Games, Diversity, and Gender: Audience Impact, Academic Studies, and Parallels Between Brazil and The United States*

Beatriz Blanco (Centro Universitário Senac, Brazil)
Julia Stateri (Instituto de Tecnologia e Liderança - Inteli, Brazil)
Lucas Goulart (UFRGS, Brazil)

Creating Culture Through Media and Communication

ISBN: 978-1-80071-602-5, eISBN: 978-1-80071-601-8

Publication date: 7 February 2024

Abstract

This work discusses gender issues related to the video game medium, addressing its production, consumption, and media repercussions. It begins with an overview of the emergence of the video game with the targeting of audiences that focused on sales campaigns to consumers along gendered lines that amplified the dominance of men in the space. The discussion then focuses on numerous ways that the gaming industry as a whole perpetuates a culture of misogyny. Empirical examples are provided of harassment, attacks, and the controversial event known as GamerGate. Subsequently, the complicated history of Brazilian video gaming development is presented to draw parallels with the development of the industry and the market in the United States. Finally, the chapter concludes with suggestions to stimulate new producers, developers, and video game scholars who are committed to building a more aware and diverse community.

Keywords

Citation

Blanco, B., Stateri, J. and Goulart, L. (2024), "Video Games, Diversity, and Gender: Audience Impact, Academic Studies, and Parallels Between Brazil and The United States*", Moreira, S.V., Moles, K., Robinson, L. and Schulz, J. (Ed.) Creating Culture Through Media and Communication (Studies in Media and Communications, Vol. 24), Emerald Publishing Limited, Leeds, pp. 97-110. https://doi.org/10.1108/S2050-206020240000024007

Publisher

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Emerald Publishing Limited

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