Playing Against Hate Speech: How Teens See Hate Speech in Video Games and Online Gaming Communities

Detalhes bibliográficos
Autor(a) principal: Costa, Susana Raquel
Data de Publicação: 2020
Outros Autores: Tavares, Mirian Nogueira, Silva, Bruno Mendes, Alves, Paulo Falcão, Cerol, Filipa, Isca, Beatriz
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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spelling 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
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oai:proa.ua.pt:article/15064
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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
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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
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