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UNIVERSIDADE VEIGA DE ALMEIDA GRADUAÇÃO EM LETRAS - PORTUGUÊS E INGLÊS MATHEUS SERGIO OLIVEIRA MANCHESTER ANALYZING COURSEBOOKS RIO DE JANEIRO 2022 According to the PNC document, materials should include cross-cutting themes in its activities and exercises and gender is one of them. As Stockdale (2016, p. 1) states, it is to be expected that coursebooks represent both men and women equally. For that reason, I have chosen to analyze Unit 2 out of the three possible units as far as gender representation is concerned. Gender representation in textbook materials is a hotly debated topic all around the world; Iranian researchers Bahman and Rahimi (2010) have conducted a similar experiment and found that there is a big gap when it comes to male-female representation. A similar study will be carried out in this paper, where concepts such as visibility, firstness, nouns and pronouns and discourse roles will be analyzed. For a thorough explanation on what these concepts are, read Stockdale (2016. p. 2-4). While these elements are a promising first step, the added element of context will also be present in this analysis: are females in positions of power and are they portrayed positively? These are questions this paper will attempt to answer. Right off the bat, on page 10 is a picture of a boy playing a sports game as a way to introduce the theme the unit was built around: learning about games. This ties into the concept of firstness, where the very first gender represented in the textbook is a male. There is mixed-gender interaction on page 11, where a man and a woman can be seen playing volleyball and the woman has the spotlight. Gender representation is next found on page 13, where the benefits of playing video games is discussed. In the picture, there are three kids depicted and all of them are male. This seems to be a discouraging start for female students who like video games or that are interested in getting into the gaming world. This should not come as a surprise: women make up 46% of the gaming community (BOSMAN, 2019). Gaming, in general, is a toxic environment in and of itself; in fact, 89,9% of male gamers have reported they have experienced some sort of toxicity while 81,4% of female gamers have stated the same (BERGSTRÖM e ERICSSON, 2020). However, the toxicity stems from different motivations, where female-targeted insults mostly are, in its very nature, related to gender roles (GERIC, 2020). Naturally, it has its consequences: 59% of women hide their gender online for fear of getting harrassed (NIGHTINGALE, 2021). Moving on to page 14, there is a screenshot of a game titled “Ayiti: the Cost of Life”. While the racial representation is on point, females are once again relegated to being background characters. Out of 5 characters, only 2 are female and they are not in the center, thus giving the male representation more emphasis. The first gendered sentence makes its appearance on page 18 where students will go over idioms with the word “play”. In the very first exercise, it can be read “Because he refused to play ball with the coach of his team, he was cut from the national team”. Once again the concept of firstness comes into play where the first use of a gendered pronoun was the male one. An uptick in female representation can be found on page 19. In a conversation between Carol and Fred, not only is Carol the first one to speak, but she also has more lines than Fred and is in a position of power, where she goes over the rules of the game they are about to play, thus empowering female students. On page 20, out of 8 sentences with gendered nouns and pronouns, half of them have female nouns and pronouns. Renata is the first noun mentioned in “Renata and Christian are speaking/talking about the app” and there is also a woman in a position of power in “My manager said she wants to speak to me after the meeting”. On page 21, there is a picture of a young female tennis player smack dab in the middle. While this might be interpreted as an improvement at first glance, the girl does not display positive emotions; she is, in fact, crying, and the picture makes reference to the sentence right above it that says, “There are many reasons why she lost. In the first place, she didn’t know how to play the game”. The female representation comes at the high cost of having a female figure in a disadvantageous context. The previous portrayal of females seems to track with what happens on page 22, where Liz, the first character in the conversation, is talking to her friend Sam about video games. While Sam might be a gender-neutral nickname, most Brazilian Portuguese speakers are probably unaware of the fact that Sam is also short for Samantha and will more readily think of Sam as short for Samuel, thus interpreting him as a boy. In the conversation, Liz states she knows nothing about games and is promptly invited by Sam to come over to Fred’s house so they can teach her how to play. Despite the amicable environment where a male friend is happy to help his female friend, girls are once again portrayed as being outsiders as far as the gaming community is concerned. Gendered representation comes to an end on page 23, where in a listening exercise three people talk about a game and two have male-presenting names and the only female-presenting names comes dead last. Overall, the net result should be classified as negative. As much as there is female representation, not only when it comes to pronouns but also in positions of power, and firstness seems to be balanced equally between men and women, the textbook does nothing to dispel the myth that women do not belong in gaming communities. All portrayals of the community outright excluded women where they were either not even present or did not have enough knowledge to properly hold a conversation about gaming. Female students will most likely walk out of the class with the notion that gaming spaces are wholly unsafe for them and that it will probably remain male-centered when this could not be farther from the truth. There is a lot of work to be done when it comes to gendered toxicity and female inclusiveness in gaming communities but female gamers making up almost half of the community is a number that should not be ignored. In conclusion, gender representation is not restricted to whether female pronouns are mentioned first or whether females have a protagonist role in pictures, but it should also portray women in different spaces where they can actively participate, thus bringing about social change. REFERENCES BAHMAN, Masoumeh; RAHIMI, Ali. Gender representation in EFL materials: an analysis of English textbooks of Iranian high schools. In: Procedia - Social and Behavioral Sciences. Elsevier: Volume 9, p. 273-277, 2010. BERGSTRÖM, Hampus; ERICSSON, Niklas. How toxicity differs between male and female players in competitive Overwatch. Bachelor’s thesis in Game Design. Faculty of Department of Game Design. Uppsala Universitet. 2020. BOSMAN, Sander. Women Account for 46% of All Game Enthusiasts: Watching Game Video Content and Esports Has Changed How Women and Men Alike Engage with Games. Newzoo. 2019. Available at: <https://newzoo.com/insights/articles/women-account-for-46-of-all-game-enthusiasts-w atching-game-video-content-and-esports-has-changed-how-women-and-men-alike-enga ge-with-games/>. Accessed on March 29, 2021. GERRIC, Angela. Addressing the Toxicity Towards Women in Gaming. Seasoned Gaming. 2020. Available at: <https://seasonedgaming.com/2020/09/30/addressing-the-toxicity-towards-women-in-ga ming/>. Accessed on March 29, 2021. NIGHTINGALE, Ed. Worrying survey finds 59% of women hide gender when gaming to avoid abuse and sexual harassment. Yahoo!. 2021 Available at: <https://uk.style.yahoo.com/worrying-survey-finds-59-women-172216525.html>. Accessed on March 29, 2021. STOCKDALE, Ashley. Gender Representation in an EFL Textbook. 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