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COMMUTE : como usar o ativismo feminista e o gaming numa reflexão sobre percursos possíveis?

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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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Design de jogos Tecnologias da informação e da comunicação Jogos digitais Assédio de género Ativismo feminista Cultura gaming - aspectos sociais

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Licença CC