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   <dc:title>Stereotypes and new perspectives in video games when targeting female players</dc:title>
   <dc:creator>Ratera Gracià, Clara</dc:creator>
   <dc:subject>Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs</dc:subject>
   <dc:subject>Video games--Design</dc:subject>
   <dc:subject>Women</dc:subject>
   <dc:subject>Video games</dc:subject>
   <dc:subject>Women</dc:subject>
   <dc:subject>Gender</dc:subject>
   <dc:subject>Stereotypes</dc:subject>
   <dc:subject>Design</dc:subject>
   <dc:subject>Videojocs--Disseny</dc:subject>
   <dc:subject>Dones</dc:subject>
   <dcterms:abstract>The video game industry has been dominated by male figures for many years since its&#xd;
beginnings, creating video games for themselves and, as the market was growing,&#xd;
assuming that was the only audience available and focusing all its efforts in creating&#xd;
more experiences following the same rules.&#xd;
As our society has developed and gender norms are changing, women have stepped&#xd;
onto the market. While initially receiving an influx of stereotyped games for young&#xd;
girls, the industry is now moving to a different point of view. Realising that women are&#xd;
a very important section of their market with many questions regarding their interests&#xd;
and how they respond to the stimulus and reward systems that have been put in place&#xd;
by men.&#xd;
This study looks into the history of video games and how we have reached this point,&#xd;
how female characters have been represented in the video game industry and how&#xd;
players have been stereotyped following old gender norms that are seldom accepted&#xd;
nowadays. It also finds the new roads of study and challenges that new developers are&#xd;
taking on to cater to this audience.&#xd;
I then use the data compiled through the knowledge dive about women’s preferences&#xd;
and dislikes in video games to analyse opposite relevant titles of the same genre and&#xd;
find similarities between both genders’ tastes and which elements make women enjoy&#xd;
a video game the most. Proving that the genre of a video game doesn’t automatically&#xd;
fit into a set audience and that the theming and rules around it are just as or even&#xd;
more important to the player.</dcterms:abstract>
   <dcterms:issued>2022-07-20</dcterms:issued>
   <dc:type>Bachelor thesis</dc:type>
   <dc:rights>http://creativecommons.org/licenses/by/4.0/</dc:rights>
   <dc:rights>Open Access</dc:rights>
   <dc:publisher>Universitat Politècnica de Catalunya</dc:publisher>
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