Notes on gender, technology and videogames

Authors

DOI:

https://doi.org/10.25029/od.2020.250.18

Keywords:

Video games, Gender, Technology, Feminism, Woman

Abstract

In this article, the digital gaps generated by gender hierarchies that affect the way in which women develop, disseminate and appropriate technologies are investigated. For this, some relationships between gender and technology were shown to bring the universe of games closer. Then comes a redemption of the concept of games as a "boys thing", to show how this technology gradually distanced itself from the world of girls. Today, the reverse path is being taken by a new generation of women who create initiatives for the appropriation of games in Brazil and around the world.

Author Biographies

Renata Jéssica Galdino, Pontifical Catholic University of Campinas (PUC-Campinas) (Brazil)

Master in Language, Media and Art (PUC-Campinas). BA in Social Communication - Advertising (Paulista University).

Tarcisio Torres Silva, Pontifical Catholic University of Campinas (PUC-Campinas) (Brazil)

Full-time research professor at PUC-Campinas. Member of the faculty of the master's degree in Languages, Media and Art at the same university. Graduated in Social Sciences from the University of São Paulo (2001) and in Social Communication with an emphasis in Advertising from the Escola Superior de Propaganda e Marketing (1998). He holds a master's degree in Arts (2008) from the State University of Campinas and a PhD in Visual Arts (2013) from the same university. He did a doctorate internship in the Department of Cultural Studies, at Goldsmiths, University of London (2011).

Published

2020-02-28

How to Cite

Galdino, R. J., & Silva, T. T. (2020). Notes on gender, technology and videogames. Obra Digital, (18), 57–69. https://doi.org/10.25029/od.2020.250.18