Capítulo II _ Cine - Cine

De femme fatale a guerrera poshumana: la evolución de la figura femenina en la animación de cine y videojuegos

Ana Moraza Pérez
Universidad de Sevilla, España
Álvaro Linares Barrones
Universidad de Sevilla, España

AVANCA | CINEMA 2026

Núm. 17 (2026)

Publicado 2026-09-03

Resumen

Fashion constitutes a fundamental resource for the representation of female bodies in animation, as its design articulates models of femininity adapted to the sociocultural contexts of each era. This research aims to analyze the evolution of the female figure in film and video game animation through costuming, body stylization, and aesthetic codes associated with fashion. The study employs a qualitative methodology based on visual and semiotic analysis, utilizing Jessica Rabbit as a case study for the 20th-century cinematic icon, and Kai’Sa as a reference for contemporary characters in the field of video games. Through an analytical framework, variables such as female body silhouette, clothing, color and visual aesthetics, sexualization, narratives of femininity, represented cultural archetypes, intertextuality, and historical-social context are examined. The results demonstrate an evolution in the representation of the female body, transitioning from hypersexualized femininity toward hybrid models where power and seduction coexist. It is concluded that femininity in animation is represented through the body and fashion as a visual language that has evolved over the years, shifting from an erotic spectacle toward a hybrid model.

Palabras clave : Fashion, Animation, Gender, Cinema, Video Games.
https://doi.org/10.37390/avancacinema.2026.a732
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Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.

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