Mulheres em jogos de mundo virtual: fluxos a partir do gênero e da sexualidade
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Universidade Federal do Amazonas
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The expressions and experiments of gender and sexuality are present in different spaces,
including virtual world games. This mode of sociability indicates and reflects the
challenges of those who escape from the norm cisgender and heterosexual and deal with
the impasses, homotransphobia and prejudices propagated even in current times, reality
of interest to psychology and psychosocial studies on digital societies. For this reason,
this research aims to understand how the experiments of gender and sexuality of
LBTQIAP+ women in virtual world games are done, having been organized through two
studies. Specific objectives were adopted: (I) identify which elements of the virtual world
games make possible the experimentation of gender and sexuality; (II) map the
movements of players in relation to gender and sexuality beyond the platform of the game,
in spaces such as Youtube, TikTok and Instagram; (III) verify how women are immersed
in virtual environments of gameplay; and (IV) describe the experiments of gender and
sexuality of the LBTQIAP+ players from the virtual world IMVU. It is qualitative and
exploratory research, with the field of digital space and aligned to ethnography in the field
of cyberculture. The research was conducted through participant observation, field diaries
and twenty-three semi-structured individual interviews with lesbian, bisexual and
pansexual women aged 19 to 31 years, players from North to South of the country, based
on the Snowball model. As a theoretical and methodological artifice for data construction,
the Actor-Network Theory was adopted, coined here as Actress-Network, aiming to
understand the brands and connections inside and outside of the game. We also discuss
the theories of gender, games, and we have the aid of the qualitative analysis software
Atlas.ti (version 23) for organizing the data. As immersion in the field, in the first study
historical, aesthetic, and cultural elements of the game were identified, passing through
the capital, fashion, pop culture and music industry, which influence the construction of
avatars and expression of gender and sexuality of the players. Consistent with the
findings, the second study allowed a better understanding of these elements through the
experiences narrated by the players, based on divergences and confluence’s identity,
related to immersion, permanence, sociability, and connections beyond the game. Despite
the relevant controversies in digital societies, the research points out that this socio-
technical network operates as a place of reception and refuge for LBTQIAP+ youth, and
more specifically, for greater freedom of lesbian, bisexual and pansexual women, of the
lower and middle class, in relation to the experimentation of different sexual and gender
identities. By outlining these results, alludes to the field of social psychology and
humanities the importance of continuing to track the marks that these actants make in
digital environments, as well as the need for greater involvement of researchers from the
North and studies on Amazonian women in these contexts
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SOUSA, Aline de Lima. Mulheres em jogos de mundo virtual: fluxos a partir do gênero e da sexualidade. 2024. 131 f. Dissertação (Mestrado em Psicologia) - Universidade Federal do Amazonas, Manaus (AM), 2024.
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