Please use this identifier to cite or link to this item: https://hdl.handle.net/10923/26657
Type: Monografia
Title: “Jogando o que joga”: análise de caso de mulheres no cenário competitivo do jogo on-line League of Legends
Author(s): Ribeiro, Isabelle Fraga
Advisor: Kurtz, Gabriela Birnfeld
Issue Date: 2021
Keywords: JOGOS ONLINE
ESPORTES ELETRÔNICO
CULTURA DA CONVERGÊNCIA
MACHISMO ESTRUTURAL
COMUNICAÇÃO
ONLINE GAMES
ELECTRONIC SPORTS
LEAGUE OF LEGENDS
CULTURE OF CONVERGENCE
STRUCTURAL SEXISM
COMMUNICATION
Abstract: O objetivo do presente trabalho de conclusão de curso foi compreender as experiências das mulheres nas organizações dos times competitivos de League of Legends, apresentando como objetivo de análise o resgate da participação feminina no âmbito dos games e tecnologia e realizar um panorama da posição das figuras femininas no cenário dos jogos analisando em conjunto o impacto destes fatores no público. Na abordagem teórica foram utilizados autores que nortearam o embasamento teórico, sendo eles Jenkins, Shirky, Dalmolin e Cohen, Gabriela Kurtz e Thereza Soares. Estes auxiliaram na pesquisa acerca dos assuntos referente ao machismo estrutural que envolve as questões sofridas pelas mulheres no cenário competitivo. O trabalho também teve um aprofundamento em questões de cultura da convergência e de participação para entender o comportamento do consumidor acerca deste universo e como ele influencia as marcas. As metodologias utilizadas foram qualitativas de natureza exploratória, as técnicas utilizadas foram pesquisa bibliográfica, pesquisa documental e análise de conteúdo. Foram analisados oito casos relevantes para o cenário competitivo feminino de League of Legends, sendo quatro de impactos. Os resultados obtidos foram satisfatórios, embora alguns pontos tenham ficado inconclusivos, pode-se compreender melhor as vivências femininas no meio competitivo dos jogos e o machismo estrutural as cercam.
The objective of the present course completion work was to understand the experiences of women in the organizations of competitive teams from League of Legends, presenting as an analysis objective the rescue of female participation in games and technology and to provide an overview of the position of female figures in the game scenario, analyzing together the impact of these factors on the audience. The theoretical approach used authors who guided the theoretical basis, namely Jenkins, Shirky, Dalmolin and Cohen, Gabriela Kurtz and Thereza Soares. These helped in the research on issues related to structural sexism that involves the issues suffered by women in the competitive scenario. The work also went deeper into issues of convergence and participation culture to understand consumer behavior about this universe and how it influences brands. The methodologies used were qualitative of an exploratory nature, the techniques used were bibliographical research, documental research and content analysis. Eight cases relevant to the female competitive scenario of League of Legends were analyzed, four with positive impacts and four negative. The results obtained were satisfactory, although some points have been inconclusive, it is possible to better understand women's experiences in the competitive environment of games and the structural sexism surround them.
URI: https://hdl.handle.net/10923/26657
Appears in Collections:TCC Publicidade e Propaganda

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