Manifestación y reproducción de la violencia simbólica desde una perspectiva de género en el modo competitivo de Valorant: Un estudio sociológico en el servidor Santiago.
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Date
2026
Journal Title
Journal ISSN
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Publisher
Universidad de Concepción
Abstract
Esta investigación analiza la manifestación y reproducción de la violencia simbólica en el modo competitivo de Valorant (servidor Santiago). El objetivo fue describir cómo la comunicación, el anonimato y el habitus gamer estructuran estas interacciones. La metodología empleó un enfoque sociológico cualitativo, mediante entrevistas semiestructuradas a diez personas (cinco hombres y cinco mujeres). El marco teórico se sustenta en los conceptos de violencia simbólica y habitus de Pierre Bourdieu, la dramaturgia de Erving Goffman y perspectivas de género de Marcela Lagarde y Henrietta Moore.
Los resultados indican que la violencia es un sistema de ordenamiento social regido por la habilidad y el género, donde el habitus gamer naturaliza la agresión como lenguaje legítimo. Se hallaron diferencias significativas: mientras los hombres reciben insultos por nacionalidad o fútbol, las mujeres enfrentan hipervigilancia y agresiones por su género que cuestionan sus capacidades. Esto obliga a las jugadoras a adoptar estrategias de resistencia e invisibilización, como el silencio o la elección de roles defensivos, para evitar la exclusión. Se concluye que el entorno competitivo funciona como un espacio performativo donde el anonimato y la presión facilitan procesos de deshumanización que consolidan la violencia como “parte del juego”.
This research analyzes the manifestation and reproduction of symbolic violence within Valorant's competitive mode (Santiago server). The objective was to describe how communication, anonymity, and the gamer habitus structure these interactions. The methodology employed a qualitative sociological approach, using semi-structured interviews with ten participants (five men and five women). The theoretical framework is based on Pierre Bourdieu’s concepts of symbolic violence and habitus, Erving Goffman’s dramaturgy, and the gender perspectives of Marcela Lagarde and Henrietta Moore. The results indicate that violence is a system of social ordering governed by skill and gender, where the gamer habitus naturalizes aggression as a legitimate language. Significant differences were found: while men receive insults related to nationality or soccer, women face hyper-surveillance and gender-based aggression that questions their abilities. This forces female players to adopt resistance and invisibilization strategies, such as silence or choosing defensive roles, to avoid exclusion. The study concludes that the competitive environment functions as a performative space where anonymity and pressure facilitate dehumanization processes that consolidate violence as “part of the game.”
This research analyzes the manifestation and reproduction of symbolic violence within Valorant's competitive mode (Santiago server). The objective was to describe how communication, anonymity, and the gamer habitus structure these interactions. The methodology employed a qualitative sociological approach, using semi-structured interviews with ten participants (five men and five women). The theoretical framework is based on Pierre Bourdieu’s concepts of symbolic violence and habitus, Erving Goffman’s dramaturgy, and the gender perspectives of Marcela Lagarde and Henrietta Moore. The results indicate that violence is a system of social ordering governed by skill and gender, where the gamer habitus naturalizes aggression as a legitimate language. Significant differences were found: while men receive insults related to nationality or soccer, women face hyper-surveillance and gender-based aggression that questions their abilities. This forces female players to adopt resistance and invisibilization strategies, such as silence or choosing defensive roles, to avoid exclusion. The study concludes that the competitive environment functions as a performative space where anonymity and pressure facilitate dehumanization processes that consolidate violence as “part of the game.”
Description
Tesis presentada para optar al título de Sociólogo/a.
Keywords
Videojuegos, Mujeres, Violencia Aspectos sociales, Violencia contra las mujeres