TSIUNAS: A Videogame for Preventing Gender-Based Violence

Games Health J. 2022 Apr;11(2):117-131. doi: 10.1089/g4h.2021.0091.

Abstract

Background: Gender-based violence (GBV) is a public health problem worldwide. Nonetheless, in rural areas and low-income countries, the problem may be more difficult to eradicate because there are stereotypes that reinforce negative attitudes toward women, which increase the severity of the problem. Goal: This article presents the development of "Tsiunas," a videogame designed to increase GBV awareness. By implementing game situations that represent attitudes and beliefs that justify unequal and violent relationships between men and women, this videogame attempts to transform attitudes and thoughts entrenched in a patriarchal society model. Results: Tsiunas was evaluated in two phases to: (1) validate the usability and stability of the game and (2) validate the potential change in students' perception regarding GBV situations and recognition of co-responsible masculinities. Both evaluations were carried out through surveys. The results showed that students had a high level of acceptance and appropriation of the content and message of the videogame. Conclusions: The findings allowed to conclude that the game situations presented in Tsiunas influenced changes of opinion in men and women regarding entrenched beliefs about patriarchal patterns, tolerance levels of violence against women, and attitudes toward violence against women. Likewise, the videogame supported the recognition of co-responsible masculinities.

Keywords: Co-responsible masculinities; Gender violence; Gender-based violence; Tsiunas; Violence against women.

MeSH terms

  • Aggression
  • Female
  • Gender-Based Violence* / prevention & control
  • Humans
  • Male
  • Students
  • Video Games*
  • Violence