出版社:Centro Latinoamericano de Estudios en Informática
摘要:Women fighting for space respect and equality is a frequent habit on social ambit. In games context it is not different, recognition as a potential public and representation demand in games are goals to be achieved. This article intends to discuss witch factors leads to these consequences of representability and recognition lacks. Through literature, it was possible to present some possible causes, such as gender differences establishment that leads to a market segmentation by industry. By showing some games characters, it was possible to demonstrate some stereotypes impregnated to the female figure and how much it's reflex leads to the mentioned lacks in the game, as well as it affects the female public. On the other side, it was possible to present some out-of-stand character, confirming that it is possible to have diversity and representativity in games.