Reproduction of gender identities in video games with historical content and its socio-educational implications in Secondary Education
DOI:
https://doi.org/10.35869/reined.v21i3.4982Keywords:
Gender Identities, Video Games, History Education, Secondary EducationAbstract
This research aims to analyze the roles of the female protagonist characters reproduced in one of the open-world adventure video games, classified as historical, with the greatest impact today: Assassin's Creed. Based on the educational need to examine the gender stereotypes of the audiovisual narratives and iconographic representations projected by video games of historical content, a qualitative content analysis was conducted from a non-experimental cross-sectional research design of documentary-descriptive cut of these representations. According to the results obtained, it is still necessary to deconstruct hegemonic and biased historical narratives, and to promote the inclusion of other counter-hegemonic and non-normative realities in the construction of plural gender identities.
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