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Prevention of “dangerous games” on the Internet: the experience of the DimiCuida Institute line of action in digital environments1 1 Research conducted with CNPq support (Proc. 409048/2018-6)

Abstract

“Dangerous games” (“online challenges”) are part of the digital culture, attracting thousands of children and adolescents and causing severe damage to their health. This study aimed to analyze the experience of the DimiCuida Institute (DCI) in Fortaleza, state of Ceará, Brazil, a pioneering initiative to prevent online challenges, disseminated in different Web 2.0 environments, which can harm young people’s health. The specific objectives of this study sought to analyze the emergence of the Institute; identify the main partners involved in its network, assess the digital and analog environments in which they operate; and understand the prevention strategies developed. This is a case study based on document analysis. Our data, extracted from several digital platforms, was processed with Atlas Ti and subjected to thematic analysis. The DCI emerges from the existential and political resignification of a bereavement experience and is characterized by emphasizing alternatives to online activities, especially focusing on schools and their agents. Since this is still a field under construction and without previous references for lines of action, the prevention carried out in digital environments scarcely explores the language and resources of the Internet, betting on parental control and scarcely considering the experiences of the body and identity performances involved in the challenges.

Keywords:
Internet; Self-inflicted Violence; Children and Adolescents; Prevention; Choking Game.

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