Videojuegos y representación de hombres y mujeres: una perspectiva internacional

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Fabrizio Santoniccolo
Tommaso Trombetta
Alessandro Magliano
María Noemí Paradiso
Luca Rollè

Resumen

En las últimas décadas, los videojuegos se han convertido en un fenómeno de masas y se han ido haciendo un hueco importante en la sociedad y la cultura. Hoy en día, tienen cada vez más capacidad para reproducir escenarios realistas y se utilizan cada vez más como medio artístico con un importante potencial narrativo. En este contexto, los jugadores también tienen que enfrentarse a la representación de aspectos del Yo, moviéndose e interactuando dentro de los mundos paralelos de los videojuegos. La forma en que estos aspectos se representan en los medios puede ejercer una importante influencia a nivel psicológico, cultural y social. Se puede afirmar que la representación del género es casi universal en los medios de comunicación y refleja las creencias y actitudes del mundo real. A pesar de los avances, los videojuegos presentan a menudo representaciones sexistas, prejuiciosas o sesgadas de hombres y mujeres, tanto desde el punto de vista estético como narrativo. En esta contribución se analizará el papel de la representación de género en los videojuegos, con el objetivo de resumir las principales características y especificidades de las distintas representaciones. En concreto, los personajes masculinosestaban sobrerrepresentadosen comparación con losfemeninoscomo protagonistas, tanto en la narrativa como en el material promocional, aunque recientemente se han observado mejoras. Las representaciones de mujeres parecían caracterizarse por la idealización del cuerpo delgado, la sexualización, la cosificación y la reducción de la capacidad de acción. Por otra parte, las representaciones de los hombres parecen presentar una idealización del cuerpo ideal musculoso, una emocionalidad restrictiva y un uso excesivo de la agresividad y la asertividad. Estas representaciones restrictivas pueden tener consecuencias perjudiciales en la realidad de los usuarios, como el fomento de actitudes y creencias sexistas, la promoción de roles de género e ideales de apariencia restrictivos, así como el aumento de la tolerancia de los comportamientos violentos. Este análisis sugiere que la reducción de las representaciones estereotipadas y sexistas, la promoción de representaciones diversas y matizadas, y los esfuerzos por lograr un compromiso crítico con las representaciones mediáticas pueden ayudar a reducir estos efectos negativos.

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Santoniccolo, F., Trombetta, T., Magliano, A., Paradiso, M. N., & Rollè, L. (2023). Videojuegos y representación de hombres y mujeres: una perspectiva internacional. Revista INFAD De Psicología. International Journal of Developmental and Educational Psychology., 1(1), 409–418. https://doi.org/10.17060/ijodaep.2023.n1.v1.2542
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Biografía del autor/a

Fabrizio Santoniccolo, Department of Psychology, University of Torino, Italy

Department of Psychology, University of Torino, Italy

Tommaso Trombetta, Department of Psychology, University of Torino, Italy

Department of Psychology, University of Torino, Italy

Alessandro Magliano, Department of Psychology, University of Torino, Italy

Department of Psychology, University of Torino, Italy

María Noemí Paradiso, Department of Psychology, University of Torino, Italy

Department of Psychology, University of Torino, Italy

Luca Rollè, Department of Psychology, University of Torino, Italy

Department of Psychology, University of Torino, Italy

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