Abstract
This analysis of the players and fans of Diablo III (2012) discusses gender choreographies as forms of shared agencies (latour, 1994; lasén, 2012) among players and features of the game with the background of sexism and stereotypes, which may be actualized, ignored or combated in practices (taylor, 2006; corneliussen and rettberg, 2008) ; considering that game practices may contribute to construct gender and destabilize certain existing expectations
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CITATION STYLE
Puente Bienvenido, H., & Lasén Díaz, A. (2015). Coreografías de género en espacios de juego online. Jugadoras, fans y conflictos en videojuegos. Revista de Estudios Para El Desarrollo Social de La Comunicación, 154–183. https://doi.org/10.15213/redes.n11.p154
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