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ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings

Research Article

IN[The Hate Booth]:a Gamified Installation to Counteract Hate Speech

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BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-031-28993-4_12,
        author={Susana Costa and Mirian Tavares and Jos\^{e} Bidarra and Bruno Mendes da Silva},
        title={IN[The Hate Booth]:a Gamified Installation to Counteract Hate Speech},
        proceedings={ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings},
        proceedings_a={ARTSIT},
        year={2023},
        month={4},
        keywords={Online Hate Speech Counternarratives Gamification},
        doi={10.1007/978-3-031-28993-4_12}
    }
    
  • Susana Costa
    Mirian Tavares
    José Bidarra
    Bruno Mendes da Silva
    Year: 2023
    IN[The Hate Booth]:a Gamified Installation to Counteract Hate Speech
    ARTSIT
    Springer
    DOI: 10.1007/978-3-031-28993-4_12
Susana Costa1,*, Mirian Tavares1, José Bidarra1, Bruno Mendes da Silva1
  • 1: Research Centre for Arts and Communication
*Contact email: srsilva@ualg.pt

Abstract

Playing 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 Boothconsists 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.

Keywords
Online Hate Speech Counternarratives Gamification
Published
2023-04-02
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-28993-4_12
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