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Serious game as an effective tool to prevent online violence during participant interaction


Digital technology is shaping our everyday lives and plays a central role in young people's social lives. Much of their social life takes place online, where they connect with peers, play, learn, discover and express themselves. While digital technology offers opportunities for learning, creativity and socialising with friends, it also provides places and tools that can cause harm, such as online violence. Online violence among adolescents is a pressing problem that is addressed by many prevention programmes.

The authors of the paper evaluate the impact of a prevention programme developed within the CyberSafe project, based on a serious game (CyberSafe Tool) that addresses online violence against women and girls. The results show that there were significant changes in knowledge, awareness, attitudes, behavioural intentions and social norms regarding online violence against women and girls among the programme participants. The changes were statistically significant immediately after the programme and to some extent remained unchanged three weeks after the programme. The study showed that the use of a serious game in an online violence prevention programme is an appropriate tool, and it is important that the game is used with a facilitator to guide the interaction between participants.

The article Impact Assessment of an Educational Intervention Programme Using a Serious Game on Cyberviolence against Women and Girls, published by Research associate Dr. Barbara Brečko and Teaching Assistant Jure Plaskan form Centre for Social Informatics, in collaboration with Giorgi Davidovi (Verian group) is available on the link.

 

Photo: stoponlineviolence.eu

Resna igra Iris Koleša


Back to list of notificationsPublished: 08. January 2025 | Category: Research