Patriarchal society encourages male superiority and social institutions and practice are organised to reflect the same. Such a social order uses various tactics to dominate and control women. This project investigates how women have been deprived of the means to participate in creating forms of thought relevant or adequate to express their own experience or to define and raise social consciousness about their concerns. The project takes the form of a game that uses location tracking and mapping technology and employs Gameplay Mechanics that use Augmented Reality (AR) technology to superimpose virtual characters and objects over one’s physical surroundings in real-world locations. This medium can transform one’s surroundings and immerse the viewer in an alternate reality. The motive of the game is to offer the viewer with a breadth of information on the subject and trigger a sense of curiosity. This is achieved by creating an experience that is unique and playful yet communicative of the focal theme. Throughout the course of the project the author’s priority is not to maintain the hegemonic discourse that exists in society on violence against women and its victims but to bring to light the realities and experiences of those who suffer these atrocities.
Keywords: Augmented Reality, gamification, Immersive storytelling, violence & abuse, women
Student Name: Paridhi Diwan
Guide: Dr. Jignesh Khakhar, Co-Guide: Ms. Suvani Suri