Preventing Gender-based Violence through the Development and Evaluation of Pro-social Games

Abstract

Since its conception in 2016 the Global None In Three Research Centre (so-called because its aim is to reduce to none in three the statistic that one in three women across the globe will, in their lifetime, experience some form of violence) has been working with victims and perpetrators of gender-based violence to collect real stories about their personal experiences of gender-based violence (GBV). Led by a team of experts in qualitative data collection and psychology, these real-life experiences have been used to inform the development of a serious, pro-social computer game whose narrative is based around this empirical data. The games function as educational tools for use by school-age individuals, with the purpose of changing attitudes and behaviours relating to gender-based violence. The games use a choice-based system in which players are able to make decisions within its different situations which, in turn, direct the games’ characters to take certain actions, and ultimately determine their outcomes. This poster presents images from the games and the key messages they communicate, drawing on their interactive approach to techno-storytelling as developed through their engagement with the past and present; with survivors and perpetrators of gender-based violence, and with the aim to change, for the future, the one in three statistic to none in three.

Details

Presentation Type

Online Poster

Theme

2019 Special Focus - Techno-storytelling: Past, Present, Future

KEYWORDS

Women, Girls, Gaming, Pro-social, Gender, Violence, Empathy, Change, Young People

Digital Media

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