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  • The enredo game-installation: a proposal to counter hate speech online
    Publication . Costa, Susana; Tavares, Mirian; Bidarra, José; Silva, Bruno Mendes da
    In this article we encourage conflict sensitive attitudes and multicultural awareness based on the potential for creative responses. Through digital media art and serious games strategies we seek to create safe areas for dialogue, debate, and awareness of hate speech. These solutions will be even more effective if they are based on the understanding of how different forms of expression emerge, interact, and potentially dissipate in the virtual environment. Grounded on the possibilities of digital media art, through a practice-based research methodology, we explore the process of creating a gamified counternarrative, designed with the objective of responding to hate speech, and, at the same time, capable of providing an experience of aesthetic enjoyment. Foreseeing the establishment of a collaborative network with the educational community and the non-specialized public (parents, youth, associations, educators), this project is also based on the key concepts of media and information literacy, which are important not only to understand and analyze the phenomenon of online hate speech, but also to develop strategies and tools that allow the containment of this type of speech.
  • In[The Hate Booth]: a case study on how to deal with online hate speech
    Publication . Costa, Susana; Tavares, Mirian; Bidarra, José; Silva, Bruno Mendes da
    In today's hyper-connected world, digital games and online gaming communities occupy a prominent place in the communication system, in social media, forums or Internet communities, where online hate speech (OHS) takes place, frequently and publicly, triggering toxic environments. In this chapter we present a case study based on interviews, distributed in two sessions, to ten participants with 12 and 13 years old, and an experience over the SG In[The Hate Booth], as a counterproposal to address OHS. The qualitative data approaches three aspects: the experiences with OHS, the perspectives about OHS and the possible solutions to counteract OHS. We conclude that OHS is a common complaint from players and a characteristic behavior in game communities. Data shows that even users who don’t identify themselves with this behavior accept it as part of online environments and agree that this toxicity continues outside the in-game screen with effects in everyday life. The pedagogical approach, namely through SG, is perceived as a possible measure to counteract the OHS.
  • Insights from a digital diary: exploring the creative process of the game-installation In[The Hate Booth]
    Publication . Costa, Susana; Tavares, Mirian; Bidarra, José; Silva, Bruno Mendes da
    This article proposes an approach to the creative gesture, particularly in digital art, and the methodologies that provide access to the process of creation. It suggests a study on the development of a digital diary to document and reflect on the creative process, with a specific focus on the In[The Hate Booth] project. Through analysing entries in the project's digital diary, the research explores the artistic process and the development of the artwork. The findings highlight how digital diaries may ease idea exploration, the conceptual breakthroughs, and critical insights of the creative work, also emphasizing the importance of documenting the process for digital preservation.