Buff no respeito, nerf no ódio: abordagem sociológica a respeito da violência nos jogos eletrônicos
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Universidade Federal de Goiás
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This study investigates the relationship between aggressiveness, prejudice, and electronic games,
problematizing the recurrent association between the consumption of violent games and aggressive
behavior. Situated within the context of media cultures in the neoliberal period and the rise of
movements with authoritarian tendencies that use digital media as spaces for mobilization, the
research draws on contributions from critical theory. The concepts of aggressiveness, prejudice, and
the authoritarian personality, as well as the critical cultural studies of Douglas Kellner and his
concept of media culture, in order to analyse how these phenomena manifest within the game
universe. The objective is to examine whether there is a relationship between aggressive behavior
and the consumption of electronic games, as well as to understand players` own perceptions
regarding this hypothesis and to investigate the dynamics of toxicity in multiplayer virtual
environments. This is a qualitative study, grounded in a bibliographic review and in-depth
interviews with players, whose accounts were analyzed in light of the adopted theoretical
framework. The results indicate that the hypothesis that violent electronic games directly and
generally produce aggressive individuals is reductionist, since aggressive behaviors observed in
online matches are related to factors such as competitive frustration, performance disputes, and the
reproduction of preexisting social processes. The finding also reveal that virtual gaming
environments, historically marked by male and white predominance, still display traits of
masculinist and ageist culture, despite the growing participation of women in Brazil- an aspect that
has generated concern, resonating in the press and public opinion, and becoming the subject of
numerous scholarly investigations discussed throughout this dissertation. Episodes such as the
#Gamergate campaign in the United States illustrate that manifestations of prejudice and
authoritarian attitudes extend beyond the content of electronic games, articulating with broader
social contexts, including resentments produced by structural inequalities and the circulation of hate
speech on digital networks, It is concluded that violence constitutes a multifactorial phenomenon,
shaped by social contexts, including resentments produced by structural inequalities and the
circulation of hate speech on digital networks. It is concluded that violence constitutes a
multifactorial phenomenon, shaped by social, historical, political and cultural elements, and that
exclusively blaming electronic games obscures deeper structural factors, Thus, the study advocates
for a critical approach to media and for strengthening of educations practices and public polices
aimed at fostering critical media literacy and promoting more inclusive digital environments.