Systematic Mapping Study on Serious and Educational Digital Games for the Prevention, Awareness, and Combating of Sexual Violence
Resumo
This paper aims to systematically identify and characterize existing serious and educational digital games focused on sexual violence, analyzing their narrative strategies, development methodologies, game mechanics, educational purposes, target audience, among other features. For this study, we defined database searches, such as IEEExplore, ACM, Scopus and ERIC. Eight papers were analyzed and revealed trends in game design, such as narratives including interactive storytelling and scenario-based learning. Limited long-term impact assessments and cultural adaptability were identified. These insights provide actionable recommendations for researchers, educators, and developers to enhance the efficacy of future games in this critical domain.
Referências
Asadzadeh, A., Shahrokhi, H., Shalchi, B., Khamnian, Z., e Rezaei-Hachesu, P. (2022). Digital games and virtual reality applications in child abuse: A scoping review and conceptual framework. PLOS ONE, 17(11):e0276985.
Barbosa, S. D. J., Silva, B. S. d., Silveira, M. S., Gasparini, I., Darin, T., e Barbosa, G. D. J. (2021). Interação Humano-Computador e Experiência do Usuário. Autopublicação.
Barrera Yañez, A. G., Alonso-Fernández, C., e Fernández-Manjón, B. (2023). Systematic literature review of digital resources to educate on gender equality. Education and Information Technologies, 28(10639–10664).
Campos, T. P. D., Damasceno, E. F., e Valentim, N. M. C. (2022). Porifera: A collaborative tool to support systematic literature review and systematic mapping study. In Proceedings of the XXXVI Brazilian Symposium on Software Engineering (SBES ’22), pages 452–457, New York, NY, USA. Association for Computing Machinery.
Cardouzo, H., Classe, T., e Siqueira, S. (2024). Classificação de gênero de jogos digitais - mapeamento sistemático de literatura. In Anais do XXIII Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 50–61, Porto Alegre, RS, Brasil. SBC.
Conde, S. (2020). Establishing a serious game on relationship boundaries for people with developmental disabilities. In Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility, pages 1–3.
Djaouti, D., Alvarez, J., e Jessel, J.-P. (2011). Classifying serious games: the g/p/s model. In Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches, pages 118–136. IGI Global Scientific Publishing.
Finkelhor, D., Walsh, K., Jones, L., Sutton, S., e Opuda, E. (2022). What works to prevent violence against children online? World Health Organization, Geneva, Switzerland.
Fleiss, J. L. (1971). Measuring nominal scale agreement among many raters. Psychological bulletin, 76(5):378.
Gargamel Estudio (2018). Chuka: Break the Silence. Video game designed to help young girls develop responses to gender-based violence.
GP Touch (2010). Grace’s Diary. Educational adventure game addressing teen dating violence.
International Organization for Standardization (2019a). ISO 9241-11:2018 - Ergonomics of human-system interaction – Part 11: Usability: Definitions and concepts. [link]. Accessed: 2025-04-11.
International Organization for Standardization (2019b). ISO 9241-210:2019 - Ergonomics of human-system interaction – Part 210: Human-centred design for interactive systems. [link]. Accessed: 2025-04-11.
Jones, C., Scholes, L., Rolfe, B., e Stieler-Hunt, C. (2020). A serious-game for child sexual abuse prevention: An evaluation of orbit. Child Abuse & Neglect, 107:104569.
Jones, C. M. e Pozzebon, K. (2010). Being safety smart: Social issue game for child protective behaviour training. In Proceedings of HCI 2010. BCS Learning & Development.
Kitchenham, B. e Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical report, Keele University and University of Durham.
Krug, E. G., Dahlberg, L. L., Mercy, J. A., Zwi, A. B., Lozano, R., e Organization, W. H. (2002). World report on violence and health.
Saleha, N., Delfina, R., e Yustisia, N. (2021). Comparison of ladder snake and busy book andara on knowledge of personal safety skills against child sexual abuse among preschool children: A quasi experimental study. The Malaysian Journal of Nursing (MJN), 12(4):96–103.
Schlesener, E. A., Lancaster, C., Barwulor, C., Murmu, C., e Schulenberg, K. (2023). Titleix: Step up & step in! a mobile augmented reality game featuring interactive embodied conversational agents for sexual assault bystander intervention training on us college campuses. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, pages 1–6, New York, NY, USA. ACM.
Scholes, L., Jones, C., Stieler-Hunt, C., e Rolfe, B. (2014). Serious games for learning: games-based child sexual abuse prevention in schools. International journal of inclusive education, 18(9):934–956.
Stieler-Hunt, C., Jones, C. M., Rolfe, B., e Pozzebon, K. (2014). Examining key design decisions involved in developing a serious game for child sexual abuse prevention. Frontiers in Psychology.
