PhilArchive
open access
Stereotipi e hate speech nei media videoludici: la responsabilità dei videogiochi tra regolamentazione e risignificazione del “genere”. Una riflessione a partire dal paradigma fallogocentrico derridiano.
Over the past decades, video games have emerged as one of the most influential media products in popular culture, conveying a multitude of messages and symbols that reflect as well as shape social reality. This paper aims to explore how video games contribute to the construction and perpetuation of gender stereotypes within a cultural context dominated by the phallogocentric paradigm. Through the analysis of Jacques Derrida’s theories on the logocentric paradigm and différance, together with Judith Butler’s reflections on gendered performativity, it will be explored how language and video game representations act as performative acts co-producing reality. Acts, which not only consolidate social norms, producing hate speech and discrimination at times when images that are not “appropriate” are represented, but can also offer possibilities for rewriting and resisting such structures. The introduction of the concept of iterability, applied to the sphere of language in relation to both gender performativity and videogame dynamics, opens up a stimulating reflection on the subversive potential inherent in videogames themselves, which are not mere reflections of the dominant culture, but active tools in the definition and redefinition of gender “identities”. The analysis proposed here is therefore intended to analyse not only the stereotyped and phallogocentric gender representations within video games, focusing on instances of hate-spreading, but rather the occasions in which these media products pose as instruments of resistance, challenging traditional binarisms and offering new identity models.
Conceptio Open Archive
Analyze & explore related research in Conceptio
Connect this record directly into your research workflow or AI agent. Explore citations across open repositories, query full text, and export structured proof bundles.
This document is indexed with metadata only: full text is not available in the archive for this record. Open the official source ↗
Related documents
- Between Agency and the Normative Space: Game as a Constitutive Unit of Meaning#104905
- ArtsIT, Interactivity and Game Creation : 13th EAI International Conference, ArtsIT 2024, Abu Dhabi, United Arab Emirates, November 13–15, 2024, Proceedings, Part II / edited by Anthony L. Brooks, Domna Banakou, Slavica Ceperkovic#658356
- Sociolinguistic variation, slurs, and speech acts#110680
- A brand storytelling approach to Covid-19’s terrorealization: Cartographing the narrative space of a global pandemic#763954
- Studying Playlist Cultures with Qualitative Digital Methods#350923
Record · ID 106047
Retrieved via Conceptio: every document is proof-bundled with source, license, and retrieval metadata.
Retrieved via Conceptio: every document is proof-bundled with source, license, and retrieval metadata.
Bring this data into your agent: Connect via MCP or API · 20 free credits to start · no card required
Read the Docs → · View CLI source on GitHub · Conceptio Open Knowledge Archive
Read the Docs → · View CLI source on GitHub · Conceptio Open Knowledge Archive