Leen, E., Sorbring, E., Mawer, M., Holdsworth, E., Helsing, B.,...
To download a short summary of the project click here.
This project aims to change attitudes and behaviours to dating violence amongst adolescents through the use, as the central learning object, of an immersive and engaging video game that will appeal to young people. The project will also include counselling, teaching, training and advice. According to research by the Serious Games Institute in the UK (which is part of Coventry University) this type of project is the first of its kind in Europe.
The game will include:
During the game feedback will be given regarding the impact of courses of action on the target group, the appropriateness of the course of action selected and rewards for the selection of the most appropriate responses. The game will also signpost the players to support agencies.
In the UK, all 6-10 year olds consider themselves to be gamers. The rest of Europe shows similar trends, demonstrating the growth in video games and the popularity and effectiveness of using this medium as a learning tool.
In recent years the use of technology within teaching and psychosocial intervention has increased, specifically since the inception of 'Serious Games', that is, computer game based activities which are developed in adherence to clear pedagogical principles in order to support learning or training objectives (de Freitas, 2006).