Abstract
Sexism has been ingrained as a part of daily life through culture and social values. Often people don’t realize that their words or actions are actually fortifying sexism and gender stereotype. On top of that, this issue is not a common conversation topic, even sensitive, especially in Asian countries like Japan. To tackle those issues, a card game about sexism and gender stereotype was proposed. Taking the name ”Catcall”, which is a form of street harassment, players are encouraged to reflect on their experiences, past actions, and words, by facing themselves with sexist situations that occur in daily life and call out those behaviors through funny, educational, or sarcastic answer cards. Evaluation result shows player’s changes of mindset and increased awareness towards sexism in both workshop and casual environments. Furthermore, discussions about sexism were also generated during and after playing the game.
Keywords
card game, conversation starter, gender stereotype, sexism
DOI
https://doi.org/10.21606/drs.2020.313
Citation
Hidayat, T., and Okawa, K. (2020) Catcall: Card Game to Trigger Conversations about Sexism and Gender Stereotypes, in Boess, S., Cheung, M. and Cain, R. (eds.), Synergy - DRS International Conference 2020, 11-14 August, Held online. https://doi.org/10.21606/drs.2020.313
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Catcall: Card Game to Trigger Conversations about Sexism and Gender Stereotypes
Sexism has been ingrained as a part of daily life through culture and social values. Often people don’t realize that their words or actions are actually fortifying sexism and gender stereotype. On top of that, this issue is not a common conversation topic, even sensitive, especially in Asian countries like Japan. To tackle those issues, a card game about sexism and gender stereotype was proposed. Taking the name ”Catcall”, which is a form of street harassment, players are encouraged to reflect on their experiences, past actions, and words, by facing themselves with sexist situations that occur in daily life and call out those behaviors through funny, educational, or sarcastic answer cards. Evaluation result shows player’s changes of mindset and increased awareness towards sexism in both workshop and casual environments. Furthermore, discussions about sexism were also generated during and after playing the game.