Supporting digital literacies in Brazil through videogame design

From digital inclusion to digital literacies

Associate Professor Ed King tells us about his latest project to develop a science-fiction videogame to raise awareness of the dangers of social media disinformation in Brazil. To do this, he’s been working with local Brazilian organisations. It is an example of how arts research can address societal challenges. The project has recently received an AHRC Impact Acceleration Account award.

With help from the AHRC Impact Acceleration Account, I am currently collaborating with artists and non-profit organisations in Brazil to develop a videogame which will improve digital literacies. Our videogame will raise awareness about the dangers of disinformation by providing them with an accessible, engaging, free and enjoyable educational resource which will encourage young people to think critically about these issues through the medium of digital play.

In the early 2000s, during the first administration of the left-wing Worker’s Party President Lula da Silva, the Brazilian government invested heavily in ‘digital inclusion’ initiatives as a way of reducing social inequalities in the country. The ‘Pontos de Cultura’ project, for example, which funded media centres based in community spaces across the country, including in favelas and socially deprived neighbourhoods, became a model for approaches to free software among policy makers in Europe and North America.

‘Future calls’ by Rafael Coutinho, Cachalote Produções

However, now that there are extremely high levels of smartphone ownership and social media usage in Brazil, it has become clear that access to digital networks is not a guarantee of social inclusion but can entail exposure to manipulation and data surveillance. As a result, the focus among governmental and non-profit organisations working in this area has shifted from increasing digital inclusion to supporting digital literacies across the social spectrum.

Why is this research important?

Through my research, it has become evident that a digital literacy skill in need of particularly urgent support is the identification of disinformation online. This emerged as an important issue during the last presidential elections in Brazil in 2018 and was cited by many reports as a key factor in the rise to power of far-right president Jair Bolsonaro (who is seeking re-election in October 2022). It was also an important factor in the consolidation of cultures of denial during the COVID-19 pandemic. Since then, government and non-governmental organisations (such as Global Network Initiative and Direitos na Rede) have been attempting to tackle the issue at the levels of policy and law, including through the regulation of content.

Over the last few years, I have been working with a network of organisations that have been working with communities across Brazil to develop digital literacies as a way of expanding social inclusion.

  • In 2020-21, with support from an ESRC-IAA grant, I collaborated with the Ubatuba-based Instituto Neos to produce the ID21 report, which provides a survey of the major challenges facing these organisations.
  • With funding from a Bristol Digital Futures Seed Corn grant and the Participatory Research Fund, we used this report as the basis for developing an online repository of educational resources to be used in constructing new community digital inclusion initiatives and policies.
‘Future calls’ by Rafael Coutinho, Cachalote Produções

What does the research project involve?

Our project aims to support those organisations looking to tackle disinformation at the level of its reception, particularly among marginalised communities. ‘Futuro Chama’ is a videogame that uses a science fiction plot to encourage young people to think critically about the spread of disinformation through social media. It was developed in collaboration with a group of digital artists led by Rafael Coutinho and members of non-profit organisations based across Brazil that contributed to the ID21 report. These include: Instituto Neos (Ubatuba); Instituto Procomum (Santos); Coletivo Digital (São Paulo); Casa de Cultura Tainã (Campinas); and Associação Thydewá (Olivença).

We developed a prototype of the game with ESRC-IAA funding and have recently received AHRC-IAA ‘Proof of Concept’ funding to complete the game’s development and carry out beta testing. We will also start looking for potential users of the game beyond Brazil. This will involve translating the game into English and approaching organisations that support creative technological approaches to the challenges of democratisation.

Who will the game’s initial users be?

The first users will be the same organisations that contributed to the ID21 report and collaborated in the development of the game. They will use ‘Futuro Chama’ during the digital literacy workshops they run to support the development of digital literacies among marginalised communities. However, we will also distribute the game more widely through the same social media networks that the game critically engages. The aim here will be to raise public awareness of the dangers of misinformation, particularly in a context of social upheaval such as the current political crisis in Brazil.

How can we study and contribute to the development of digital games today?

This article was originally posted to LinkedIn on 6 September 2022.

The Bristol Digital Game Lab is a new research group at the University of Bristol launching in September 2022, coordinated by Dr Xiaochun Zhang and Dr Richard Cole. The Lab, which is based in the Faculty of Arts, will bring together researchers and practitioners from a radically diverse range of perspectives. This includes translation and accessibility, history, comparative literature, law, computer science, AI, game design, and beyond.

The aim of the Lab is to chart new possibilities for collaboration, both across disciplines and between Higher Education and the gaming industry, with digital games as a shared object of interest. By exploring crosscutting themes in a collaborative environment, we hope to contribute to ongoing debates about the nature and impact of games, while also co-creating new ways to develop, play, and test ideas using games. To this end, the Lab will offer researchers and practitioners the opportunity to experience a variety of games on the latest hardware, as well as the chance to get involved in generating their own.

Our areas of interest are as follows:

Networking

The Lab will establish a cross-disciplinary network of researchers and industry professionals working on games as well as extended reality more broadly, from early career scholars to creative directors. The network, like the industry itself, will be regional, national, and international. The Lab will support colleagues through brokerage events and themed meetings.

Partnerships

The Lab will connect researchers to a thriving regional, national, and international industry with the aim to facilitate knowledge exchange and explore collaborative outcomes. The Lab will host industry showcases, invite guest speakers, and foster sustainable partnerships with the creative industries.

Research

The Lab will support research in gaming and extended reality through a series of research-sharing events and discussions focused on crosscutting themes. Such themes will include, but are not limited to, game localisation and accessibility, history and cultural heritage in games, VR and immersive technologies, audience experiences and analytics, the Metaverse and gaming ethics, (serious) games and education, games and society, intellectual property, modding, and game design. Building on the University’s investment in state-of-the-art gaming facilities, the Lab will also encourage play-as-research and interactive brainstorming to identify future outputs and areas of interest.

For a taster of our current research, you can hear from Xiaochun, Richard, and Dr Yin Harn Lee in the Bristol Digital Game Lab Seminar that we delivered for Bristol Data Week in June 2022.

Innovation

The Lab will act as an incubator for innovative projects by opening up the University of Bristol’s gaming facilities and expertise, as well as by connecting interested parties. We will deliver skills development workshops, playtest ideas, and co-create new experiences.

How can you get involved?

  • Please email us if you would like to join the Game Lab and hear about our research/events. We will be offering both remote and in-person activities.
  • Let us know what you are working on and what you would like the Game Lab to do. We particularly welcome enquires from those working in the games industry or at the intersection of gaming and other sectors.

Coordinators

Headshot of Xiaochun Zhang - she is looking directly at the camera and is wearing a black and red top and glasses.Dr Xiaochun Zhang (xiaochun.zhang@bristol.ac.uk) is Senior Lecturer in Translation Studies. Her research interests lie primarily in audiovisual translation with a specific interest in video game localisation and accessibility. Currently, she is working on the AD4Games project which applies audio description in video games to enhance accessibility for players with vision loss.

Black and white photo of Richard Cole. He is leaning against a wall with his arms crossed and is looking towards the camera.Dr Richard Cole (richard.cole@bristol.ac.uk) is an interdisciplinary scholar working on digital/virtual representations of antiquity. He is currently part of the multi-disciplinary team on the Virtual Reality Oracle project at the University of Bristol, where he holds the role of Research Associate in Ancient Greek History and Virtual Reality. Richard has published on the role of video games and historical fiction more broadly in shaping public perceptions of history.

Bristol Digital Game Lab logo featuring a video game controller and cable, and the text 'Bristol Digital Game Lab'