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Advisor(s)
Abstract(s)
Games have been an approach used to facilitate increased knowl edge and changes in attitudes and behaviors related to well-being
and mental health. However, the design and application of games
to sensitive topics such as intimate partner violence (IPV) needs
more exploration. Therefore, this 120-minute game-based work shop aims to analyze the perceptions collected from stakeholders
(emerging adults aged 18-24; N=19) regarding the acceptability of
using games and mobile applications to raise awareness of IPV,
through a qualitative cross-sectional study. This research presents
a preliminary study to inform the development of a game-based
mobile intervention designed to increase knowledge and prevent
IPV among emerging adults. This study contributes to a better un derstanding of the application of games to IPV among emerging
adults, also highlighting the value of digital tools, such as mobile
applications. More studies are needed on the design of games and
digital tools that respond to the IPV problem. However, this work
is still preliminary, and the insights gained from it will help to
improve future work.
Description
Keywords
Games Mobile applications Intimate partner violence Prevention Emerging adulthood . Faculdade de Ciências Sociais Faculdade de Artes e Humanidades
Pedagogical Context
Citation
ACM Reference Format: Ana Cristina Saial, Élvio Rúbio Gouveia, Alda Portugal, Beatriz Jardim Peres, Muhammad Satar, and Ana Paula Relvas. 2025. When Play Gets Serious: Can a game-based mobile application serve as an intervention for preventing intimate partner violence among emerging adults?. In Companion Proceed ings Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion ’25), October 13–16, 2025, Pittsburgh, PA, USA. ACM, New York, NY, USA, 6 pages. https://doi.org/10.1145/3744736.3749356
Publisher
Association for Computing Machinery (ACM)
