THE STRUGGLE FOR THE LIFE AND CITIZENSHIP OF THE TRANSGENDER COMUNITY: A STUDY ON REPRESENTATIVITY IN ELETRONIC GAMES
From the perspective of discursive practices and the production of meanings in everyday life, this study discusses transgender representation in electronic games, problematizing how these people are represented and seen, exposing the social situation of a community that has always been on the margin...
| Autores: | , |
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2022 |
| País: | Brasil |
| Institución: | Universidade do Vale do Sapucaí (UNIVÁS) |
| Repositorio: | Revista DisSoL |
| Idioma: | portugués |
| OAI Identifier: | oai:ojs.univas.edu.br:article/989 |
| Acceso en línea: | http://ojs.univas.edu.br/index.php/revistadissol/article/view/989 |
| Access Level: | acceso abierto |
| Palabra clave: | transgender games media representativeness transgênero jogos eletrônicos mídia representatividade Representatividade Video Games Transgênero |
| Sumario: | From the perspective of discursive practices and the production of meanings in everyday life, this study discusses transgender representation in electronic games, problematizing how these people are represented and seen, exposing the social situation of a community that has always been on the margins of society and highlighting how diverse forms of violence that affect the trans community, from the exploitation of their bodies to hate crimes. In order to discuss the impacts that representativeness and invisibility have on the subjectivity of these identities, a research using the qualitative and bibliographic method was made, analyzing four transgender characters throughout the work. In this way, it was possible to analyze how aggressions against transgender bodies from the representations of the character Poison and Erica, who are mostly portrayed in a hypersexualized way or as comic relief, stereotypes that are reflections of how a society faces transgender people, on the other hand, there is a representation of Krem, a trans humanized experience in vídeo games. These results provide a perspective for the creation of humanized characters and trustworthy the subjectivity of this community. |
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