Preliminary findings demonstrate a promising trend with both the youth and facilitators positively welcoming the game and highlighting the value of the game in providing tangible, actionable tools for combating the pervasive issue of online hate narratives, and underscore the need for a larger study to further investigate the game's potential in fostering a more tolerant and understanding digital society.
Online gaming culture is a fertile ground for hate groups to exploit for the recruitment and promotion of hateful narratives. The widespread adoption of video games and the global interconnectedness provided by online platforms enable hate groups to gather and coordinate violence. This paper presents a multi-stakeholder approach to develop an anti-hate serious game designed to educate youth about the nature and implications of hate by employing a series of coping mechanisms, relatable experiences, and decision-making strategies woven into a compelling narrative guided by a curriculum focused on understanding emotion, increasing digital literacy, and familiarizing with stereotypes. A preliminary exploratory study was undertaken, incorporating both pre- and post-test assessments alongside in-session assessments, to discern the perceived impact and effectiveness of the experience. The constraints imposed by the COVID-19 pandemic necessitated a limited sample size, however, preliminary findings demonstrate a promising trend with both the youth and facilitators positively welcoming the game and highlighting the value of the game in providing tangible, actionable tools for combating the pervasive issue of online hate narratives. These initial findings underscore the need for a larger study to further investigate the game's potential in fostering a more tolerant and understanding digital society.