2015
DOI: 10.1080/14681811.2015.1123147
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“Because if we don’t talk about it, how are we going to prevent it?”: Lucidity, a narrative-based digital game about sexual violence

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Cited by 21 publications
(33 citation statements)
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References 24 publications
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“…Título Jogo (Gilliam et al, 2016) "Because if we don't talk about it, how are we going to prevent it? ": Lucidity, a narrative-based digital game about sexual violence Lucidity (Fontana & Beckerman, 2004) Childhood Sobre a área de conhecimento, seis estudos foram publicados por autores das ciências da educação, quatro das ciências da saúde e um das ciências sociais.…”
Section: Autoresunclassified
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“…Título Jogo (Gilliam et al, 2016) "Because if we don't talk about it, how are we going to prevent it? ": Lucidity, a narrative-based digital game about sexual violence Lucidity (Fontana & Beckerman, 2004) Childhood Sobre a área de conhecimento, seis estudos foram publicados por autores das ciências da educação, quatro das ciências da saúde e um das ciências sociais.…”
Section: Autoresunclassified
“…Os autores dos estudos optaram pela abordagem qualitativa (Adelman et al, 2016;Fonseca et al, 2018;Gilliam et al, 2016;Pires, Silva, et al, 2017) ou pelos métodos mistos (Bowen et al, 2014;Jozkowski & Ekbia, 2015), sendo que a técnica de coleta de dados mais utilizada foi o grupo focal (Adelman et al, 2016;Bowen et al, 2014;Gilliam et al, 2016;Jozkowski & Ekbia, 2015). Além disso, a maior parte dos estudos (oito) teve como participantes adolescentes (Adelman et al, 2016;Bowen et al, 2014;Crecente, 2014;Fonseca et al, 2018;Fontana & Beckerman, 2004;Gilliam et al, 2016;Jozkowski & Ekbia, 2015;.…”
Section: Autoresunclassified
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“…The games-related research was primarily focused in evaluating the negative effects of games to the development of children and young adults (Anderson & Dill, 2000;Griffiths, 1999;McMurray et al, 2000), ranging from aggressive behaviour to physical inactivity. Subsequently, new references address (Gilliam et al, 2016;Hung et al, 2018;Martinovic et al, 2016) the learning potentials, games, i.e., video games offer for young people.…”
Section: Introductionmentioning
confidence: 99%