Pro-social games

In my lecture to the BA Digital Game Design students around usability / user experience and qualitative research methods for interface design I invited via teams Professor Priti Chopra to speak about the design intentions of the pro-social game Danielle.


Danielle is a game, which allows players to experience the life of a female teenager, who experiences signs of an abusive relationship. The aim of the game was to create awareness around gender issues and teach about the prevention of gender-based violence.

In this video, Prof Chopra introduces the pro-social games she was involved in to prevent gender-based violence against women. 

To role model an activity that I do when working in the UX industry I gave Priti three questions to answer:

  • What are the organisational goals for the Danielle game?
  • Who are the target users for the Danielle game?
  • What do you think are the users’ main goals when playing the game?

Students had later the opportunity to review the game for its user experience. On the day of the lecture, only a few students had previously installed the game and therefore access. Yet, one of those students had positively noticed the integration of icons and posters, which displayed affirming messages for girls, and which were intended to educate all players subtly. The same student explained to me after the lecture his view, namely that the issue with the game would be that they (the BA digital game design students) were not the right target audience. In his view, it would be unlikely that those who need to learn about gender-based violence will not play this game. Reflecting on his comment I do agree that the greatest issue around promoting the game would be to find the right audiences to distribute the game to. At the same time, I believe that pro-social games are overall an engaging form of providing learning to players around social issues, which in my view can be categorised as a transformative learning experience when embedded with follow-up activities to assess learning goals. Maybe because games are usually considered a leisure activity, they are not necessarily included in an HEI context.       

In feedback received from the students via Mentimeter about the lecture, several students were positive to learn about pro-social games and some had not even heard of them before. 





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