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IN[The Hate Booth]: a gamified installation to counteract hate speech

dc.contributor.authorCosta, Susana
dc.contributor.authorTavares, Mirian
dc.contributor.authorBidarra, José
dc.contributor.authorSilva, Bruno Mendes da
dc.date.accessioned2023-07-19T08:29:23Z
dc.date.available2023-07-19T08:29:23Z
dc.date.issued2023
dc.description.abstractPlaying an online game, interacting on a social network or in a digital gaming community is part of the daily lives of most children and youth, with effects on the development of the personality, influence on the behavior and on the ability to manage conflicts. Studies and reports have been analyzing the interactions of online players, on gaming platforms and communities, as consumers and content producers, with the aim of understanding and finding effective ways to prevent hate speech from proliferating in these digital environments. In this article, we present a gamified installation, combining narrative and participatory approaches, as a response to the proliferation of online hate speech. The game-installation [IN]The Hate Booth consists of a light booth, where the interactor can find an interactive fiction game inspired by the videogame universe. This game will be the basis of a pedagogical itinerary, aiming to reflect on experiences with online hate speech and its effects inside and outside the virtual world [1, 2]. The initiative seeks to contribute to achieving and developing the sixteenth goal of the United Nations 2030 Agenda for Sustainable Development, Peace, Justice and Strong Institutions: the construction of peaceful and just societies, and effective, accountable and inclusive democracies at all levels.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationCosta, S., Tavares, M., Bidarra, J., & Mendes da Silva, B. (2023). IN[The Hate Booth]: A Gamified Installation to Counteract Hate Speech. In Brooks, A.L. (Eds) ArtsIT, Interactivity and Game Creation. ArtsIT 2022. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 479, pp. 161–173. Springer, Cham. https://doi.org/10.1007/978-3-031-28993-4_12.pt_PT
dc.identifier.doi10.1007/978-3-031-28993-4_12pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.2/14477
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherSpringerpt_PT
dc.relationResearch Centre for Arts and Communication
dc.relation“Jogos e Comunidades: Conter o Discurso de Ódio na rede”
dc.subjectOnline hate speechpt_PT
dc.subjectCounternarrativespt_PT
dc.subjectGamificationpt_PT
dc.titleIN[The Hate Booth]: a gamified installation to counteract hate speechpt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.awardTitleResearch Centre for Arts and Communication
oaire.awardTitle“Jogos e Comunidades: Conter o Discurso de Ódio na rede”
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDP%2F04019%2F2020/PT
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/OE/UI%2FBD%2F150850%2F2021/PT
oaire.citation.endPage173pt_PT
oaire.citation.startPage161pt_PT
oaire.citation.titleArtsIT, Interactivity and Game Creationpt_PT
oaire.fundingStream6817 - DCRRNI ID
oaire.fundingStreamOE
person.familyNamecosta
person.familyNameNogueira Tavares
person.familyNameBidarra
person.givenNamesusana
person.givenNameMirian Estela
person.givenNameJosé
person.identifierM-9115-2013
person.identifier.ciencia-id5410-5E1F-7E7E
person.identifier.ciencia-id1B13-3753-EC0A
person.identifier.orcid0000-0001-6117-5988
person.identifier.orcid0000-0002-9622-6527
person.identifier.orcid0000-0002-2082-5996
person.identifier.scopus-author-id6505859253
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.nameFundação para a Ciência e a Tecnologia
project.funder.nameFundação para a Ciência e a Tecnologia
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
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