Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Outros Autores: | , , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://doi.org/10.34624/jdmi.v3i6.15064 |
Resumo: | This article proposes the study and analysis of the state-of-the-art in video game panorama, focusing on the tendency to use hate speech among young players. The immersion of the player in the symbolic arena of the game, where everything becomes possible, raises questions about the relationship between video games in the virtual world, and the player’s behavior in the physical world. It is shown that anonymity and the creation of communities and game groups can lead to the exclusion of and attacks to minorities; chat communications can facilitate sharing interests and game techniques as well as insults in times of tension between players, leading to imperative reflection on the role of gaming platforms in the control of shared content. Considering the boundless possibilities of video games, this article also reflects on game literacy and on how games have the potential to become powerful learning tools. |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming CommunitiesThis article proposes the study and analysis of the state-of-the-art in video game panorama, focusing on the tendency to use hate speech among young players. The immersion of the player in the symbolic arena of the game, where everything becomes possible, raises questions about the relationship between video games in the virtual world, and the player’s behavior in the physical world. It is shown that anonymity and the creation of communities and game groups can lead to the exclusion of and attacks to minorities; chat communications can facilitate sharing interests and game techniques as well as insults in times of tension between players, leading to imperative reflection on the role of gaming platforms in the control of shared content. Considering the boundless possibilities of video games, this article also reflects on game literacy and on how games have the potential to become powerful learning tools. DigiMedia | University of Aveiro2020-07-29T00:00:00Zjournal articleinfo:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://doi.org/10.34624/jdmi.v3i6.15064oai:proa.ua.pt:article/15064Journal of Digital Media & Interaction; Vol 3 No 6 (2020): Journal of Digital Media & Interaction, Vol.3, No.6; 34-52Journal of Digital Media & Interaction; vol. 3 n.º 6 (2020): Journal of Digital Media & Interaction, Vol.3, No.6; 34-522184-3120reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://proa.ua.pt/index.php/jdmi/article/view/15064https://doi.org/10.34624/jdmi.v3i6.15064https://proa.ua.pt/index.php/jdmi/article/view/15064/14475Copyright (c) 2020 Susana Raquel Costa, Mirian Nogueira Tavares, Bruno Mendes Silva, Paulo Falcão Alves, Filipa Cerol, Beatriz Iscahttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessCosta, Susana RaquelTavares, Mirian NogueiraSilva, Bruno MendesAlves, Paulo FalcãoCerol, FilipaIsca, Beatriz2022-09-08T22:15:38Zoai:proa.ua.pt:article/15064Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:27:09.053897Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities |
title |
Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities |
spellingShingle |
Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities Costa, Susana Raquel |
title_short |
Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities |
title_full |
Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities |
title_fullStr |
Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities |
title_full_unstemmed |
Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities |
title_sort |
Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities |
author |
Costa, Susana Raquel |
author_facet |
Costa, Susana Raquel Tavares, Mirian Nogueira Silva, Bruno Mendes Alves, Paulo Falcão Cerol, Filipa Isca, Beatriz |
author_role |
author |
author2 |
Tavares, Mirian Nogueira Silva, Bruno Mendes Alves, Paulo Falcão Cerol, Filipa Isca, Beatriz |
author2_role |
author author author author author |
dc.contributor.author.fl_str_mv |
Costa, Susana Raquel Tavares, Mirian Nogueira Silva, Bruno Mendes Alves, Paulo Falcão Cerol, Filipa Isca, Beatriz |
description |
This article proposes the study and analysis of the state-of-the-art in video game panorama, focusing on the tendency to use hate speech among young players. The immersion of the player in the symbolic arena of the game, where everything becomes possible, raises questions about the relationship between video games in the virtual world, and the player’s behavior in the physical world. It is shown that anonymity and the creation of communities and game groups can lead to the exclusion of and attacks to minorities; chat communications can facilitate sharing interests and game techniques as well as insults in times of tension between players, leading to imperative reflection on the role of gaming platforms in the control of shared content. Considering the boundless possibilities of video games, this article also reflects on game literacy and on how games have the potential to become powerful learning tools. |
publishDate |
2020 |
dc.date.none.fl_str_mv |
2020-07-29T00:00:00Z |
dc.type.driver.fl_str_mv |
journal article info:eu-repo/semantics/article |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.34624/jdmi.v3i6.15064 oai:proa.ua.pt:article/15064 |
url |
https://doi.org/10.34624/jdmi.v3i6.15064 |
identifier_str_mv |
oai:proa.ua.pt:article/15064 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://proa.ua.pt/index.php/jdmi/article/view/15064 https://doi.org/10.34624/jdmi.v3i6.15064 https://proa.ua.pt/index.php/jdmi/article/view/15064/14475 |
dc.rights.driver.fl_str_mv |
http://creativecommons.org/licenses/by-nc-nd/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
http://creativecommons.org/licenses/by-nc-nd/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
DigiMedia | University of Aveiro |
publisher.none.fl_str_mv |
DigiMedia | University of Aveiro |
dc.source.none.fl_str_mv |
Journal of Digital Media & Interaction; Vol 3 No 6 (2020): Journal of Digital Media & Interaction, Vol.3, No.6; 34-52 Journal of Digital Media & Interaction; vol. 3 n.º 6 (2020): Journal of Digital Media & Interaction, Vol.3, No.6; 34-52 2184-3120 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799130137077219328 |