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StandByMe: A Gamified Educational Platform to Raise Awareness on Gender-Based Violence

Published: 06 October 2023 Publication History

Abstract

Gamification is a widely used approach in education to boost motivation and facilitate effective learning outcomes. However, its application to sensitive topics remains relatively unexplored. This paper presents the initial steps in designing a gamified educational platform specifically targeting awareness of gender-based violence among youth. The paper outlines the design considerations undertaken for the platform’s development, drawing from theories in social psychology, education, and gamification. By examining insights gathered through stakeholder interviews and initial involvement emerging key aspects of the platform’s design are then discussed. The paper aims to contribute to a better understanding and use of gamification in addressing sensitive topics in education.

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The StandByMe platform is a digital platform that aims to counter online and offline gender-based violence by raising awareness, educating, and empowering high school and university students to take action against it, so as to promote gender equality.

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Cited By

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  • (2025)Engaging youth in gender-based violence education through gamification: A user experience evaluation of different game modalitiesEntertainment Computing10.1016/j.entcom.2024.10091952(100919)Online publication date: Jan-2025
  • (2024)Tackling Gender-Based Violence Through Gamification: a Preliminary EvaluationProceedings of the 2024 International Conference on Advanced Visual Interfaces10.1145/3656650.3656696(1-9)Online publication date: 3-Jun-2024
  • (2024)Gamification Strategies for Child Protection: Best Practices for Applying Digital Gamification in Child Sexual Abuse PreventionProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655813(282-289)Online publication date: 17-Jun-2024

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      cover image ACM Conferences
      CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play
      October 2023
      370 pages
      ISBN:9798400700293
      DOI:10.1145/3573382
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      Published: 06 October 2023

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      Author Tags

      1. educational platform
      2. gamification
      3. gender-based violence
      4. sensitive topics
      5. students
      6. teachers

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      View all
      • (2025)Engaging youth in gender-based violence education through gamification: A user experience evaluation of different game modalitiesEntertainment Computing10.1016/j.entcom.2024.10091952(100919)Online publication date: Jan-2025
      • (2024)Tackling Gender-Based Violence Through Gamification: a Preliminary EvaluationProceedings of the 2024 International Conference on Advanced Visual Interfaces10.1145/3656650.3656696(1-9)Online publication date: 3-Jun-2024
      • (2024)Gamification Strategies for Child Protection: Best Practices for Applying Digital Gamification in Child Sexual Abuse PreventionProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655813(282-289)Online publication date: 17-Jun-2024

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