Representing femicide through a video game: Towards a socially responsible design practice

Study
Latin America and the Caribbean

EXECUTIVE SUMMARY

This paper examines the video game Sola, a game that aims to represent the climate of tension, discomfort, and anxiety that characterizes the daily life of women in parts of the world where women abuse is increasingly prevalent. It considers two fundamental game design concerns, namely goals and level design, and examines how they can be leveraged to convey latent anguish in players. 

External Authors

Agustina Isidori
Etienne Brunelle-Leclerc
Violence against women is supported by patriarchal and capitalist structures that are reproduced and perpetuated in everyday actions and naturalized preconceptions. As designers and artists in the process of designing a game dealing with delicate subjects, such as violence against women and femicide, we must be aware and responsible for the meaning and implications embedded in our work.

 

 


 

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