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ORIGINAL RESEARCH article

Front. Sociol.

Sec. Gender, Sex and Sexualities

Volume 10 - 2025 | doi: 10.3389/fsoc.2025.1596630

This article is part of the Research TopicReframing Gender Dialogues: Exploring Feminism in the Dialogic SocietyView all 6 articles

Subverting Patriarchal Narratives: A Feminist Approach to Critical Video Game Design Through Participatory Methods

Provisionally accepted
Carlos  Roberto TorresCarlos Roberto Torres1,2*Maria  Juliana Florez-FlorezMaria Juliana Florez-Florez2Roberto  Cuervo-PulidoRoberto Cuervo-Pulido1,2Omar  Fernando Ramírez-PérezOmar Fernando Ramírez-Pérez2Oscar  FonsecaOscar Fonseca2
  • 1Pontifical Javeriana University, Bogotá, Colombia
  • 2Pontificia Universidad Javeriana, Bogotá, Colombia

The final, formatted version of the article will be published soon.

This article explores participatory design as a methodology for creating critical video games within the framework of feminist pedagogy. It focuses on the video game design of Poder Violeta 2, a sequel aimed at challenging sexual harassment experienced by women, feminized bodies, and gender and sexual dissidents in public transportation. Developed in Bogotá, Colombia, the game addresses issues in a city whose transit system is among the most dangerous for women worldwide (Veeduría Distrital de Bogotá, 2022). Building on the success of the first version while also addressing its identified limitations, the design of this new iteration prioritized two key elements: deeper involvement of feminine public transportation users throughout all stages of development and a more thorough utilization of medium-specific resources, such as multiple characters and power-ups. These enhancements aim to provide the game's protagonists with greater agency while also enriching the gameplay experience. This approach enabled a more diverse and accurate representation of marginalized groups, effectively subverting the patriarchal, heteronormative, and passive portrayals prevalent in digital media. Moreover, the participatory design process fostered continuous learning among the predominantly male project team-including researchers and developers, -while facilitating a co-creation environment.This experiment serves as a reference for creating more inclusive and representative content within the medium while also exploring the narrative potential of video game-specific elements, such as characters and their attributes, as well as power-ups. Additionally, it promotes the empowerment and active participation of historically excluded communities.

Keywords: Critical video games, Participatory Design, Video Game Design, Sexual Harassment, feminist pedagogy

Received: 19 Mar 2025; Accepted: 17 Jul 2025.

Copyright: © 2025 Torres, Florez-Florez, Cuervo-Pulido, Ramírez-Pérez and Fonseca. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Carlos Roberto Torres, Pontifical Javeriana University, Bogotá, Colombia

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