This thesis addresses on the one hand the social issue of catcalling (or street harassment), with the aim of raising awareness about a very underestimated abuse of which 84% of women in Italy have been victims, and on the other hand the discipline of Game Studies that deals with the relationship between games and human beings. I believe that in this regard it is the task of Communication Design to convey positive messages that can lead to dialogue, reflection and awareness for social change. For this reason, the first part of the research is focused on the study of games as a communication tool, with a focus on Games for Social Change, and the in-depth study of interesting case studies. The second part of the research is dedicated to gender issues, including stereotypes and sexism, and to the representation of women in the media, since it is precisely from these that catcalling originates, as a result of a male gaze that debases women by considering them as sexual objects at his disposal. At the end of this research path, a ludic artifact was designed with the aim of simulating episodes of catcalling in order to make the participants more aware of the consequences for the victims, but treating the subject in a more playful and light way in order not to cause negative emotions in the players. The analysis of the collected data has been fundamental to evaluate its effectiveness and develop conclusions about possible future developments.
Questa tesi affronta da un lato la tematica sociale del catcalling (o molestia da strada), con l’obiettivo di sensibilizzare su un abuso molto sottovalutato di cui sono state vittime l’84% delle donne in Italia, e dall’altro la disciplina dei Game Studies che si occupa della relazione tra gioco ed esseri umani. Ritengo che a tal proposito sia compito del Design della Comunicazione farsi carico di veicolare messaggi positivi che possano portare al dialogo, alla riflessione e alla sensibilizzazione per un cambiamento sociale. Per tale ragione la prima parte di ricerca è incentrata sullo studio dei giochi come strumento di comunicazione, con un focus sui Giochi per il Cambiamento Sociale, e l’approfondimento di casi studio interessanti. La seconda parte del lavoro di ricerca è dedicata alle problematiche di genere, tra cui stereotipi e sessismo, e alla rappresentazione femminile nei media, poiché è proprio da questi che ha origine il catcalling, come conseguenza di uno sguardo maschile che svilisce la donna considerandola un oggetto sessuale a sua disposizione. A conclusione di questo percorso di ricerca, è stato progettato un artefatto ludico che ha l’obiettivo di simulare degli episodi di catcalling per rendere i destinatari maggiormente consapevoli delle conseguenze nelle vittime, trattando però il tema in maniera più giocosa e leggera per non causare emozioni negative nei giocatori. L’analisi dei dati raccolti è stata fondamentale per valutarne l’efficacia e sviluppare delle conclusioni riguardanti possibili sviluppi futuri.
Verba Violant. Un approccio ludico per un riflessione sulle molestie verbali
Cappelletti, Maria Giulietta
2020/2021
Abstract
This thesis addresses on the one hand the social issue of catcalling (or street harassment), with the aim of raising awareness about a very underestimated abuse of which 84% of women in Italy have been victims, and on the other hand the discipline of Game Studies that deals with the relationship between games and human beings. I believe that in this regard it is the task of Communication Design to convey positive messages that can lead to dialogue, reflection and awareness for social change. For this reason, the first part of the research is focused on the study of games as a communication tool, with a focus on Games for Social Change, and the in-depth study of interesting case studies. The second part of the research is dedicated to gender issues, including stereotypes and sexism, and to the representation of women in the media, since it is precisely from these that catcalling originates, as a result of a male gaze that debases women by considering them as sexual objects at his disposal. At the end of this research path, a ludic artifact was designed with the aim of simulating episodes of catcalling in order to make the participants more aware of the consequences for the victims, but treating the subject in a more playful and light way in order not to cause negative emotions in the players. The analysis of the collected data has been fundamental to evaluate its effectiveness and develop conclusions about possible future developments.File | Dimensione | Formato | |
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2022_04_Cappelletti.pdf
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https://hdl.handle.net/10589/186960