Magnet: exposing abusive relationships with interactive narrative

  • Natalia Pinheiro da Silva UESB
  • Jenifer de Jesus Jang UESB
  • Vinicius Oliveira Amaral UESB

Resumo


This article is part of a non-finished project whose aim is to highlight the importance and the impact of using interactive narratives to expose and provoke reflection on social issues, and, conjointly, to present the concept of Magnet, an interactive game in development that features a female main character who is trapped in an abusive relationship, approaching the circumstances surrounding this matter.

Palavras-chave: Serious games, Interactive narratives, Social issues

Referências

Amstel, F. V. (2019). Jogo, brincadeira e brinquedo na perspectiva sócio-cultural. Available in Accessed in: 09 June. 2020.

Arendt, H. (1985). Da Violência. In: Editora: Universidade de Brasília. Bancroft, L. (2002). Why does he do that? Inside the mind of an angry and controlling man. 1. ed. New York: The Berkley Publishing Book.

Barretto, R. S (2015). Psicóloga explica relacionamento abusivos: o que é e como sair dessa situação. In: Entrevista UNESP, São Paulo.

Beede, D. N. et al. (2011). Women in STEM: A Gender Gap to Innovation. In: SSRN Electronic Journal.

Brandão, M. P. O. (2019). Corpos privados em existência pública: Uma leitura feminista sobre o processo urbano. 214 p. Trabalho de Final de Graduação da FAU Mackenzie. Jun. 2019.

Castellini, P., Amaral, M. A. (2017). Construção identitária das mulheres no campo da computação. Imagens reforçadas, distâncias ampliadas. In: anais do Women in Information Technology WIT. 06 jul. 2017.

Chung, A. H., Slater, M. D. (2013) Reducing Stigma and Out-Group Distinctions Through Perspective-Taking in Narratives. In: Journal of communications. DOI: https://doi.org/10.1111/jcom.12050.

Cohen. J. (2011). Defining identification: A theoretical look at the identification of audiences with media characters. In: Mass communications & Society, 4, 245-254.

Follingstad, D R. et al. The role of emotional abuse in physically abusive relationships. Journal of family violence, v. 5, n. 2, p. 107-120, 1990.

Franco, M. A. de O. et al. (2018). Jogos como ferramenta para favorecer a aprendizagem. In: V Conedu Congresso Nacional de Educação.

Green, M. C. (2006). Narratives and cancer communication. In: Journal of communication, 56, S163-S183.Harrell, D. F. et al. Chimeria: Grayscale: an interactive narrative for provoking critical reflection on gender discrimination. In: MATLIT: Materialidades da Literatura, v. 6, n. 2, p. 217-221, 2018.

Kao, D., & Harrell, D. F. (2016). Exploring the impact of avatar color on game experience in educational games. In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1896-1905).

Mtc, D. (2014). O Poder das Histórias: a narrativa como mentira. Available in: . Accessed in: 06 mar. 2020.

Neitzel, B. (2005). Narrativity in computer games. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies. In: MIT Press. Cambridge, MA.

Parrott, S., Carpentier, F., Northup C. (2017): A Test of Interactive Narrative as a Tool Against Prejudice. In: Howard Journal of Communications.

Qin, H., Rau, P. P., Salvendy, G. (2009). Measuring Player Immersion in the Computer Game Narrative. In: International Journal of Human-Computer Interaction, 25:2, 107-133.

Riedl, M. O., and Bulitko, V. (2012). Interactive Narrative: An Intelligent Systems Approach. In: AI Magazine. v. 34, n. 1, p. 67.

Silva, N. P. da; Silva, A. F. da. (2020). Experiências personalizadas em jogos: uma abordagem de narrativas interativas com lógica paraconsistente. In: Anais da Iniciação Científica FAINOR. 27 Feb. 2020.

Taylor, N. K. (2017). Framing stories for change. In: The communications Network Available in . Accessed in: 02 Mar. 2020.

Todd, A. et al. (2011) Perspective-taking combats automatic expressions of racial bias. In: Journal of Personality and Social Psychology.

Viganó, M. R. (2019). Narrativas Interativas Digitais na Prevenção do Suicídio. Caxias do Sul. 116 p. Trabalho de Conclusão de Curso - Curso Área Do Conhecimento de Ciências Exatas e Engenharias. Universidade de Caxias do Sul.

Yee, N., Bailenson, J. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments. In: The 9th Annual International Workshop on Presence, Cleveland, OH.

Zappe, J. G., Ramos, N. V. (2010). Perfil de adolescentes privados de liberdade em Santa Maria/RS. In: Psicologia & Sociedade, 22(2), 365-373.
Publicado
30/06/2020
Como Citar

Selecione um Formato
DA SILVA, Natalia Pinheiro; JANG, Jenifer de Jesus; AMARAL, Vinicius Oliveira. Magnet: exposing abusive relationships with interactive narrative. In: WORKSHOP SOBRE AS IMPLICAÇÕES DA COMPUTAÇÃO NA SOCIEDADE (WICS), 1. , 2020, Cuiabá. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2020 . p. 145-152. ISSN 2763-8707. DOI: https://doi.org/10.5753/wics.2020.11046.