Gender-based violence (GBV) remains a critical human rights issue, deeply rooted in gender inequality and affecting individuals globally. The current study evaluated the user experience of a gamified platform designed to raise awareness about GBV. Gamification, using game elements in non-game environments. has been proven to promote online and offline learning, but its effectiveness has yet to be tested in the case of sensitive educational material. We explored how the platform motivated and engaged users through two versions: individual and cooperative. Using the MEEGA360 scale for user experience and the Geneva Emotion Wheel for emotions, 40 users were randomly assigned to one of the versions. Results showed the platform was well-received, with users finding it enjoyable, user-friendly, and effective in facilitating discussions on GBV. Positive emotions like involvement, amusement, and interest were common, though negative emotions like irritation and anger also appeared. Despite these positive outcomes, the platform faced usability challenges and requests for more complex activities and detailed feedback. The cooperative version scored higher on social interaction but did not significantly outperform the individual version. Further research is needed to explore these differences and improve the platform’s effectiveness in GBV prevention.
Engaging youth in gender-based violence education through gamification: A user experience evaluation of different game modalities
Gini, Federica
;Roumelioti, Eftychia;Schiavo, Gianluca;Marconi, Annapaola
2025-01-01
Abstract
Gender-based violence (GBV) remains a critical human rights issue, deeply rooted in gender inequality and affecting individuals globally. The current study evaluated the user experience of a gamified platform designed to raise awareness about GBV. Gamification, using game elements in non-game environments. has been proven to promote online and offline learning, but its effectiveness has yet to be tested in the case of sensitive educational material. We explored how the platform motivated and engaged users through two versions: individual and cooperative. Using the MEEGA360 scale for user experience and the Geneva Emotion Wheel for emotions, 40 users were randomly assigned to one of the versions. Results showed the platform was well-received, with users finding it enjoyable, user-friendly, and effective in facilitating discussions on GBV. Positive emotions like involvement, amusement, and interest were common, though negative emotions like irritation and anger also appeared. Despite these positive outcomes, the platform faced usability challenges and requests for more complex activities and detailed feedback. The cooperative version scored higher on social interaction but did not significantly outperform the individual version. Further research is needed to explore these differences and improve the platform’s effectiveness in GBV prevention.File | Dimensione | Formato | |
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