COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis?
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10451/51694 |
Resumo: | The Commute project consists of a "D game that follows the path of a female character at night through the streets in her daily work/home journey. Starting from the main research question, namely, how to use feminist activism and gaming in a reflection on possible paths, it is intended to question the binary representation in games, and create situations of empathy about !rst-person harassment experiences. As games are a medium capable of transmitting emotions and creating reactions in the people who play them, it was considered pertinent to use them to summon and inquire into the role of gender in contemporary technological interfaces. Thus, the relationship between gender, technological access and dissemination was investigated, questioning some practices of the existing digital games market.The theoretical re%ection supported the creation of an open playful project that makes people who play it think about the problem of sexual and moral harassment in the city’s streets. In this context, a discussion is called about cultural stereotypes and moral judgments presente in contemporary digital media, opening up the reflection to future possibilities of more inclusive representation. |
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COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis?Design de jogosTecnologias da informação e da comunicaçãoJogos digitaisAssédio de géneroAtivismo feministaCultura gaming - aspectos sociaisDomínio/Área Científica::Humanidades::ArtesThe Commute project consists of a "D game that follows the path of a female character at night through the streets in her daily work/home journey. Starting from the main research question, namely, how to use feminist activism and gaming in a reflection on possible paths, it is intended to question the binary representation in games, and create situations of empathy about !rst-person harassment experiences. As games are a medium capable of transmitting emotions and creating reactions in the people who play them, it was considered pertinent to use them to summon and inquire into the role of gender in contemporary technological interfaces. Thus, the relationship between gender, technological access and dissemination was investigated, questioning some practices of the existing digital games market.The theoretical re%ection supported the creation of an open playful project that makes people who play it think about the problem of sexual and moral harassment in the city’s streets. In this context, a discussion is called about cultural stereotypes and moral judgments presente in contemporary digital media, opening up the reflection to future possibilities of more inclusive representation.Gouveia, PatríciaRepositório da Universidade de LisboaSantos, Sofia Ferreira Lopes da Silva2022-03-11T11:46:02Z2022-01-182022-01-18T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisimage/jpegapplication/pdfhttp://hdl.handle.net/10451/51694TID:202901777porinfo: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:RCAAP2023-11-08T16:56:34Zoai:repositorio.ul.pt:10451/51694Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:02:56.990871Repositório 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 |
COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis? |
title |
COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis? |
spellingShingle |
COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis? Santos, Sofia Ferreira Lopes da Silva Design de jogos Tecnologias da informação e da comunicação Jogos digitais Assédio de género Ativismo feminista Cultura gaming - aspectos sociais Domínio/Área Científica::Humanidades::Artes |
title_short |
COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis? |
title_full |
COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis? |
title_fullStr |
COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis? |
title_full_unstemmed |
COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis? |
title_sort |
COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis? |
author |
Santos, Sofia Ferreira Lopes da Silva |
author_facet |
Santos, Sofia Ferreira Lopes da Silva |
author_role |
author |
dc.contributor.none.fl_str_mv |
Gouveia, Patrícia Repositório da Universidade de Lisboa |
dc.contributor.author.fl_str_mv |
Santos, Sofia Ferreira Lopes da Silva |
dc.subject.por.fl_str_mv |
Design de jogos Tecnologias da informação e da comunicação Jogos digitais Assédio de género Ativismo feminista Cultura gaming - aspectos sociais Domínio/Área Científica::Humanidades::Artes |
topic |
Design de jogos Tecnologias da informação e da comunicação Jogos digitais Assédio de género Ativismo feminista Cultura gaming - aspectos sociais Domínio/Área Científica::Humanidades::Artes |
description |
The Commute project consists of a "D game that follows the path of a female character at night through the streets in her daily work/home journey. Starting from the main research question, namely, how to use feminist activism and gaming in a reflection on possible paths, it is intended to question the binary representation in games, and create situations of empathy about !rst-person harassment experiences. As games are a medium capable of transmitting emotions and creating reactions in the people who play them, it was considered pertinent to use them to summon and inquire into the role of gender in contemporary technological interfaces. Thus, the relationship between gender, technological access and dissemination was investigated, questioning some practices of the existing digital games market.The theoretical re%ection supported the creation of an open playful project that makes people who play it think about the problem of sexual and moral harassment in the city’s streets. In this context, a discussion is called about cultural stereotypes and moral judgments presente in contemporary digital media, opening up the reflection to future possibilities of more inclusive representation. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-03-11T11:46:02Z 2022-01-18 2022-01-18T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10451/51694 TID:202901777 |
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http://hdl.handle.net/10451/51694 |
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TID:202901777 |
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por |
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openAccess |
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image/jpeg application/pdf |
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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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