Game Changing: Incorporating Technology into Social Work Research for Social Change

In the digital era, technology is being utilized for educational purposes and to develop interventions. There are several known applications of technology in multiple disciplines. However, the social sciences, in particular, have been slow to adopt technologies for intervention, prevention, and educational tools. In addition, for those who want to integrate technology into current programming or develop technology to address a problem, there are no resources on how to engage in the integration or development process. This paper sought to address this gap by documenting the development process of a video game that was created to address the issue of gender-based violence among college students. Specifically, it focuses on the design and piloting of a narrative-based game centered on beliefs and behaviors related to gender-based violence. The aim of the game is to offer an alternative approach to existing prevention programs, particularly targeting emerging adults in college settings due to their prolific and preference for the use of technology, the high rates of sexual and dating violence on college campuses, and their need for more engaging gender-based violence prevention education strategies. This paper intended to contribute to ongoing dialogue and efforts related to the creation and integration of technology in the helping professions.

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Publication Details

Journal
Education Sciences
Published
2025-06-11
DOI
https://doi.org/10.3390/educsci15060729
Citations
2
Primary Topic
Social Work Education and Practice
Type
article
Field-Weighted Citation Impact
7.31
Controls
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article

Game Changing: Incorporating Technology into Social Work Research for Social Change

Adrienne Baldwin‐White, Reem Shawkat
2 citations
Education Sciences
Social Work Education and Practice
7.31
article

Game Changing: Incorporating Technology into Social Work Research for Social Change

Adrienne Baldwin‐White, Reem Shawkat
article en
2 citations

Abstract

In the digital era, technology is being utilized for educational purposes and to develop interventions. There are several known applications of technology in multiple disciplines. However, the social sciences, in particular, have been slow to adopt technologies for intervention, prevention, and educational tools. In addition, for those who want to integrate technology into current programming or develop technology to address a problem, there are no resources on how to engage in the integration or development process. This paper sought to address this gap by documenting the development process of a video game that was created to address the issue of gender-based violence among college students. Specifically, it focuses on the design and piloting of a narrative-based game centered on beliefs and behaviors related to gender-based violence. The aim of the game is to offer an alternative approach to existing prevention programs, particularly targeting emerging adults in college settings due to their prolific and preference for the use of technology, the high rates of sexual and dating violence on college campuses, and their need for more engaging gender-based violence prevention education strategies. This paper intended to contribute to ongoing dialogue and efforts related to the creation and integration of technology in the helping professions.

Education SciencesVol. 15(6)
Virginia Commonwealth University (US)
Openalex Percentile: Top 4%
Social Work Education and Practice
7.31
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