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This dissertation aims to establish a connection between digital games, with special interest in serious games, and domestic and teen dation violence, with the main research topic being âHow can a game contribute to alert about domestic violence related problems?â. We began the investigation by understanding more about domestic violence: causes, consequences, how the victims are seen by society and what might cause someone to become an abuser. For the digital games, we started from the general definition of game, its impact and importance as a cultural medium, and the benefit of using serious games particularly to explore sensitive and taboo themes with young people. After an extensive research on both topics and knowing what other games exist not only about domestic and teen dating violence, but that also address other social and sensitive problems, Sea of Roses was born. This project was initially created as to participate in the Life.Love Game Design Challenge 2020, an international contest promoted by Jennifer Annâs Group, an American organization focused in fighting teen dating violence with the use of serious games. Sea of Roses won the second place in said contest, and in this document, we will present it with more detail, from the initial concept, characters and the world, art and story. Sea of Roses is a serious game that addresses the impact of culture in teen dating violence, some abusive and toxic behaviors and how gender stereotypes and can influence how young people establish romantic relationships. The project also benefits from the work of Andreia Batista, an artist and designer, master in Communication Design by the Faculty of Fine Arts, Lisbon, and AndrĂ© Fidalgo Silva, a developer and master in Computer Engineering by Instituto Superior TĂ©cnico, Lisbon.
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Keywords
Design de comunicação Design de jogos ViolĂȘncia domĂ©stica ViolĂȘncia no namoro Jogos sĂ©rios Sensibilização do pĂșblico Projeto Sea of Roses