TY - JOUR
T1 - Subverting patriarchal narratives
T2 - a feminist approach to critical video game design through participatory methods
AU - Torres Parra, Carlos Roberto
AU - Florez Florez, Maria Juliana
AU - Cuervo Pulido, Roberto
AU - Ramirez Perez, Omar
AU - Fonseca Mantilla, Oscar Giovanny
N1 - Copyright © 2025 Torres-Parra, Florez-Florez, Cuervo, Ramírez-Pérez and Fonseca.
PY - 2025/8/7
Y1 - 2025/8/7
N2 - This article examines participatory design as a methodology for creating critical video games within the context of feminist pedagogy, focusing on the development of “Poder Violeta 2.” The game aims to challenge sexual harassment experienced by women, feminized bodies, and gender and sexual dissidents in Bogotá’s public transportation system, a context marked by some of the highest rates of insecurity for women. The design process for this new version prioritized the active involvement of women public transport users at all stages and enhanced the use of video game–specific resources, such as multiple playable characters and power-ups, to enrich gameplay and narrative depth. These strategies resulted in greater agency for the game’s protagonists and more accurate representation of historically marginalized groups. Qualitative transformations were observed both in the player experience and within the largely male development team, as the participatory process fostered ongoing learning and co-creation. The outcomes support the value of participatory design in generating inclusive and representative video game content, highlighting the narrative and pedagogical potential of medium-specific elements while emphasizing the empowerment and participation of historically excluded communities as a reference for future projects.
AB - This article examines participatory design as a methodology for creating critical video games within the context of feminist pedagogy, focusing on the development of “Poder Violeta 2.” The game aims to challenge sexual harassment experienced by women, feminized bodies, and gender and sexual dissidents in Bogotá’s public transportation system, a context marked by some of the highest rates of insecurity for women. The design process for this new version prioritized the active involvement of women public transport users at all stages and enhanced the use of video game–specific resources, such as multiple playable characters and power-ups, to enrich gameplay and narrative depth. These strategies resulted in greater agency for the game’s protagonists and more accurate representation of historically marginalized groups. Qualitative transformations were observed both in the player experience and within the largely male development team, as the participatory process fostered ongoing learning and co-creation. The outcomes support the value of participatory design in generating inclusive and representative video game content, highlighting the narrative and pedagogical potential of medium-specific elements while emphasizing the empowerment and participation of historically excluded communities as a reference for future projects.
KW - critical video games
KW - feminist pedagogy
KW - participatory design
KW - sexual harassment
KW - video game design
UR - https://www.scopus.com/pages/publications/105014027137
UR - https://www.mendeley.com/catalogue/537abfef-91b2-33dc-bc4d-54d45babb82a/
U2 - 10.3389/fsoc.2025.1596630
DO - 10.3389/fsoc.2025.1596630
M3 - Article
C2 - 40852046
AN - SCOPUS:105014027137
SN - 2297-7775
VL - 10
SP - 1596630
JO - Frontiers in Sociology
JF - Frontiers in Sociology
M1 - 1596630
ER -