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...

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Detalles Bibliográficos
Autores: Scarelli, Giovanni, Claudiano Quina Pereira, Camila
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
Descripción
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.