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.
Gender-based violence is widely recognized as a significant societal issue, necessitating a concerted effort to raise awareness about its manifestations and consequences. Serious games have been often used to address the topic, particularly among the younger population. On the other hand, the use of gamification (i.e., integrating game elements to enhance user engagement with the subject) to raise awareness of gender-based violence remains unexplored. To address this gap, we developed a gamified platform aimed at raising awareness of gender-based violence and in particular of the role of gender stereotypes, in young adults. This paper presents the findings of our preliminary mixed-methods evaluation and a comparison between two versions of the platform: one employing cooperative gamification, and the other one based on an individual game modality. While the quantitative results indicate that the current platform may not be sufficient to have a positive effect in participants’ awareness of gender-based violence and attitudes toward bystander behavior, qualitative analyses yield crucial insights into participants’ positive evaluation of the cooperative mode. These analyses provide valuable information for future developments of the platform, and contribute to the exploration of gamification applied to sensitive topics.