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Tackling Online Hate Speech?

Play Your Role!

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ArtsIT, Interactivity and Game Creation (ArtsIT 2021)

Abstract

This article seeks to present and analyze methods to combat online hate speech using gamification and video games. Taking as a starting point the project “Play Your Role: Gamification Against Hate Speech”, funded by the European Commission's programme, Citizenship, Rights and Justice, which is related to the ONu's goal 16, Peace, Justice and Strong Institutions, we will contextualize and present a set of complementary and interrelated tools, such as online video games, pervasive games and pedagogical itineraries to counteract online hate speech, through gaming culture and connected social spheres as a motor for the promotion of mediatic literacy and digital citizenship.

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Notes

  1. 1.

    Additional information at https://www.playyourrole.eu.

  2. 2.

    This programme intends to contribute to the further development of an area where equality and the rights of persons, as enshrined in the Treaty, the Charter and international human rights conventions, are promoted and protected. Additional information at https://ec.europa.eu/justice/grants1/programmes-2014-2020/rec/index_en.htm.

  3. 3.

    More statical information conclusions resulting from this inquiry can be found in the projects report: https://www.playyourrole.eu/wp-content/uploads/2020/07/PYR-research-report.pdf.

  4. 4.

    https://unstats.un.org/sdgs/report/2020/The-Sustainable-Development-Goals-Report-2020.pdf.

  5. 5.

    https://ec.europa.eu/commission/presscorner/detail/en/IP_16_1937 and https://edri.org/files/privatisedenf/euhatespeechcodeofconduct_20160531.pdf.

  6. 6.

    https://www.isfe.eu.

  7. 7.

    In geocaching, a small box with some items and a logbook are hidden in a place the public can have access to. The GPS coordinates of that box are posted on a website. Geocachers use their portable GPS devices to find the box, from which they can retrieve an item and replace it with another object equally relevant to the challenge. The logbook is then signed and the discovery is reported on the website.

  8. 8.

    https://www.playyourrole.eu/wp-content/uploads/2020/07/PYR-research-report.pdf.

  9. 9.

    The complete data analysis resulting from this survey can be accessed on the website of the project: www.playyourole.eu.

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Acknowledgments

This publication is financed by national funds through the project “UIDP/04019/2020 CIAC” of the Foundation for Science and Technology, I.P. and the PhD project UI/BD/150850/2021.

This publication was funded by the European Union’s Rights, Equality and Citizenship Programme (2014–2020). The content of this publication represents the views of the author only and is his/her sole responsibility. The European Commission does not accept any responsibility for use that may be made of the information it contains.

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Correspondence to Susana Costa .

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Costa, S., da Silva, B.M., Tavares, M. (2022). Tackling Online Hate Speech?. In: Wölfel, M., Bernhardt, J., Thiel, S. (eds) ArtsIT, Interactivity and Game Creation. ArtsIT 2021. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 422. Springer, Cham. https://doi.org/10.1007/978-3-030-95531-1_6

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  • DOI: https://doi.org/10.1007/978-3-030-95531-1_6

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