Gender Technological Performativity: Exploring the Digital Divide in Video Gaming
Abstract
In this article we revise the field of gender and video games. Video games for their ludic component, which makes their consumption facultative and informal, allow us to understand some of the mechanisms that maintain girls away from the technological realm without using institutional reasons which do not correctly explain the "voluntary" exclusions, that is to say those produced because the person "does not want" or "does not show interest" in participating in a basic sector for society construction. We show how creation and consumption of technology, especially of videogames, in the Occidentalized world, recreates different life spaces for people in function of the invention, distributions and performance of sexual differences.