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Revista Colombiana de Educación

versão impressa ISSN 0120-3916

Resumo

TORRES, Carlos Roberto; CUERVO-PULIDO, Roberto; FLOREZ-FLOREZ, María Juliana  e  RAMIREZ-PEREZ, Omar Fernando. Participatory design as a method for the creation of critical video games. Poder Violeta, a case study of a video game about sexual harassment. Rev. colomb. educ. [online]. 2022, n.85, pp.235-235.  Epub 28-Nov-2022. ISSN 0120-3916.  https://doi.org/10.17227/rce.num85-12568.

Since the beginning of this century a trend in serious video games, referred to in this text as critic video games, has focused on using these artifacts as a tool to understand social problems. However, to learn about the ability of video games to communicate ideas about our social reality, it is necessary to know how to design them. Although participatory design is a growing practice in the design of technological artifacts, previous experiences have pointed out some difficulties of this methodology in designing serious video games. This article argues that in the case of critical video games, this practice allows to Illustrate power relations and give voice to actors displaced from the traditional media discourse. The development of a video game about sexual harassment in public transport is presented as a case study, developed by a team of expert professionals together with feminist groups and victims of harassment. Under a research-creation perspective, the design process followed and the findings that emerged during its development and after its launch are analyzed, the concepts of critical video games are illustrated as a serious :type of video game, and the problem of sexual harassment is described in the framework of discussions in cyber-feminism, and the methodological development of the aforementioned video game design is explained. The focus group and creative workshops are suggested as design tools and some of the most important aspects for the development of a serious video game are pointed out from this perspective.

Palavras-chave : videogames; game based learning; feminism; sexual harassment; participatory research.

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