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Navegando por Assunto "Gender-Based Violence"

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    Missão principal: mulheres desenvolvedoras de jogos eletrônicos e o combate à violência de gênero
    (Universidade Federal do Pará, 2024-02-29) MELO, Renata Christine da Silva; ALVARENGA, Eric Campos; http://lattes.cnpq.br/5734378044087055; https://orcid.org/0000-0002-1803-2356
    This work aimed to explore Brazilian women game developers, the hostile experiences at work and the coping strategies used by them to deal with gender violence in this environment. The methodology is based on the qualitative research approach, exploratory type, with survey through individual online interview with 10 participants and the analysis was based on the proposals of the discursive practices and production of meanings of Spink (2010). The results showed that women gamedevs of this study follow a profile according to the industry panorama, they are mostly white, inhabit mainly the southeastern region of Brazil and most of them are from the production or arts sectors. All of them experienced gender violence in some way - discrimination, harassment, micro aggressions - during their career, coming from bosses or co-workers. To face and adjust to this adverse scenario, they use survival strategies linked to the effort to normalize violence or protection (mute, refuse and avoid, adapt the work, support network...) and other strategies are more related to resistance and change (speak and impose, wear turban to be seen, therapy, support network among women, conscious management...). They also emphasized the need for individual (people, men) and collective (educational institutions, companies, media/social networks) modifying actions that should be taken by the industry with a focus on incentive, reception and permanence of girls and women in technologies and development, as well as in increasing their participation in decision-making (CEO) positions and in the education of men and dev community towards awareness of privileges and prejudices. Finally, it is expected that this work will contribute to expand our knowledge about gender, work, game development and coping strategies, but mainly to encourage future research, projects and actions that focus on solutions so that this scenario becomes more inclusive and suitable for underrepresented groups.
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