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handle: 10261/262940
The process of online identity construction is affected by a system of genderrelations that pushes men to act underthe model of hegemonic masculinity andrelegates women to construct their identity from otherness, in a specular way,being men the measure of everything.Online socialisation has acquired an essential importance, especially after the2020 pandemic, being videogames themain mass entertainment product. Dataindicates that more than 60% of womenhide their gender or pretend to be malewhen play online and more than 77%feel frustrated about their gender whenplay video games. This is a serious drawback for the construction of identity forboth genders, and one of its consequences can be the expulsion of women fromthese spaces. This problem requires thecreation of spaces in which woman canfeel safe and can find the necessary freedom to develop their online personalityand our cyberidentity through autonomy and creation.
Video game, Gender, Videojuego, Feminist agency, Social networks, Identidad, Identity, Redes Sociales, Género, Redes sociales, Agenciamiento feminista
Video game, Gender, Videojuego, Feminist agency, Social networks, Identidad, Identity, Redes Sociales, Género, Redes sociales, Agenciamiento feminista
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