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Advisor(s)
Abstract(s)
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.
Description
Keywords
Games Serious games Online hate speech
Citation
Costa, S., Tavares, M., Bidarra, J., & Siva, B. (2023). In[The Hate Booth]: a case study on how to deal with Online Hate Speech. In Martins, N., Brandão, D., Fernandes-Marcos, A. (eds) Perspectives on Design and Digital Communication IV. Springer Series in Design and Innovation. Springer Cham.
Publisher
Springer