Author(s):
Saial, Ana Cristina ; Rúbio, Élvio Gouveia ; Portugal, Alda ; Peres, Beatriz Jardim ; Satar, Muhammad ; Relvas, Ana Paula ; Gouveia, Élvio Rúbio ; Portugal, Alda
Date: 2025
Persistent ID: http://hdl.handle.net/10400.13/7463
Origin: DigitUMa - Repositório da Universidade da Madeira
Subject(s): Games; Mobile applications; Intimate partner violence; Prevention; Emerging adulthood; .; Faculdade de Ciências Sociais; Faculdade de Artes e Humanidades
Description
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.