Year: 2025
Type: article
Abstract: The purpose of this article is to present the possibilities for identifying, analyzing, and creating metaverse environments for educational purposes, valuing History and Culture while also understanding female visuality in these 3D modeling spaces applied to gamification using Artificial Intelligence (AI). To achieve this, it delves into the Cyberpunk culture of literature, illustrations, and the metaverse. The text employs a qualitative methodology composed of bibliographic review and analysis, as well as exploratory research, aiming to fill the informational gaps still present in the analysis of this theme and approach, particularly in the field of historical studies. The results are based on the study of female characters from the works Snow Crash, Neuromancer, and the STEM site, revealing their protagonism in an environment dominated by male violence and sexualization.
DOI: 10.23899/06kx3395
Authors: Janaina Cardoso de Mello, Kailhaine Ketilli Felix Santos, Julia Evangelino dos Santos, Alice Vieira Fernandes Santos
Institution: Universidade Federal de Sergipe
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: diamond
OpenAlex ID: W4411274264
