The Mystery of Pandora

Author:

Felix Zildomar Carlos1ORCID,Machado Liliane S.2ORCID,de Toledo Vianna Rodrigo Pinheiro2

Affiliation:

1. Federal Rural University of Pernambuco, Brazil

2. Federal University of Paraíba, Brazil

Abstract

Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on learning and awareness of its causes and damages. The use of 360-degree videos and immersive virtual reality (IVR) combined with serious games (SG) is a promising field of research in the educational field. They have the potential to provide more realistic and engaging environments, enhancing the engagement of their users, thus favoring more learning opportunities. This study presents The Mystery of Pandora, a SG that uses IVR and 360-degree videos to promote knowledge about domestic violence against women (DVAW). The game assessment results suggest a pedagogical potential for promoting knowledge DVAW. In addition, this work brings discussions about the benefits and techniques for the use of IVR and 360-degree videos in serious games.

Publisher

IGI Global

Subject

Developmental and Educational Psychology,Education

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos;International Journal of Computer Games Technology;2023-11-16

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