This study concerns the design of a game aimed at raising children’s awareness of sexual abuse and grooming. Sharing responsibility for learning about grooming across the child’s care network is important. Using a case study and Socially Aware Design techniques, we worked with game designers to investigate how to involve the child’s trusted social circle in the game. We identified 44 stakeholders and 47 challenges they face in contexts of child violence. Applying brainwriting to generate social-interaction concepts produced 53 intersubjective ideas for the game. A thematic analysis grouped these ideas into four categories: (i) cooperation with adults; (ii) shared culture and nostalgia among players; (iii) education and information about sexual violence; and (iv) features for building trust. Drawing on Hanne De Jaegher’s intersubjective framework, we evaluated whether the ideas conformed to the dimensions of autonomy, subjectivity, and participatory sense-making. We found concepts that can promote adult involvement in playing with the child, but also some that risk privileging adults over children, thereby limiting children’s autonomy and turning play into a vehicle for transmitting knowledge rather than for co-creating it.
O Computer on the Beach é um evento técnico-científico que visa reunir profissionais, pesquisadores e acadêmicos da área de Computação, a fim de discutir as tendências de pesquisa e mercado da computação em suas mais diversas áreas.