Abstract
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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This publication is financed by national funds through the projects “UIBD/04019/2020 CIAC” and “UI/BD/150850/2021” of the Foundation for Science and Technology.
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Costa, S., Tavares, M., Bidarra, J., da Silva, B.M. (2024). 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 , vol 33. Springer, Cham. https://doi.org/10.1007/978-3-031-41770-2_15
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