In[The Hate Booth]: a case study on how to deal with online hate speech
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.2/14520 |
Resumo: | 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. |
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In[The Hate Booth]: a case study on how to deal with online hate speechGamesSerious gamesOnline hate speechIn 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.SpringerRepositório AbertoCosta, SusanaTavares, MirianBidarra, JoséSilva, Bruno Mendes da2023-07-20T10:45:07Z20232023-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.2/14520engCosta, 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.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-16T15:47:36Zoai:repositorioaberto.uab.pt:10400.2/14520Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:53:20.742804Repositório 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 |
In[The Hate Booth]: a case study on how to deal with online hate speech |
title |
In[The Hate Booth]: a case study on how to deal with online hate speech |
spellingShingle |
In[The Hate Booth]: a case study on how to deal with online hate speech Costa, Susana Games Serious games Online hate speech |
title_short |
In[The Hate Booth]: a case study on how to deal with online hate speech |
title_full |
In[The Hate Booth]: a case study on how to deal with online hate speech |
title_fullStr |
In[The Hate Booth]: a case study on how to deal with online hate speech |
title_full_unstemmed |
In[The Hate Booth]: a case study on how to deal with online hate speech |
title_sort |
In[The Hate Booth]: a case study on how to deal with online hate speech |
author |
Costa, Susana |
author_facet |
Costa, Susana Tavares, Mirian Bidarra, José Silva, Bruno Mendes da |
author_role |
author |
author2 |
Tavares, Mirian Bidarra, José Silva, Bruno Mendes da |
author2_role |
author author author |
dc.contributor.none.fl_str_mv |
Repositório Aberto |
dc.contributor.author.fl_str_mv |
Costa, Susana Tavares, Mirian Bidarra, José Silva, Bruno Mendes da |
dc.subject.por.fl_str_mv |
Games Serious games Online hate speech |
topic |
Games Serious games Online hate speech |
description |
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. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-07-20T10:45:07Z 2023 2023-01-01T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.2/14520 |
url |
http://hdl.handle.net/10400.2/14520 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
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. |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Springer |
publisher.none.fl_str_mv |
Springer |
dc.source.none.fl_str_mv |
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 |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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