Online identity. The process of identity ascription and retention from the margins. Subversion and feminist agency

被引:0
|
作者
Garzon Costumero, Xandra [1 ]
机构
[1] IFS CSIC, Madrid, Spain
关键词
identity; gender; video game; social networks; feminist agency;
D O I
10.15366/bp2021.28.010
中图分类号
B [哲学、宗教];
学科分类号
01 ; 0101 ;
摘要
The process of online identity construction is affected by a system of gender relations that pushes men to act under the model of hegemonic masculinity and relegates 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 the 2020 pandemic, being videogames the main mass entertainment product. Data indicates that more than 60% of women hide their gender or pretend to be male when play online and more than 77% feel frustrated about their gender when play video games. This is a serious drawback for the construction of identity for both genders, and one of its consequences can be the expulsion of women from these spaces. This problem requires the creation of spaces in which woman can feel safe and can find the necessary freedom to develop their online personality and our cyberidentity through autonomy and creation.
引用
收藏
页码:217 / 236
页数:20
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