ABSTRACT

Ethiopia has high prevalence rates of sexual and gender-based violence (SGBV), including in universities and rural agricultural colleges. While there are many different types of interventions that would contribute to learning institutions becoming transformative sites (rather than sites of danger for young women), a promising area for exploration which is collaborative and culturally relevant is the idea of participatory game design, in which the end-users (in this case both male and female students) are also the ones who come up with the storylines for a serious game that addresses SGBV. In this chapter, we look at the use of cellphilming (cell phone + video) as a participatory visual method for engaging students from four agricultural colleges in developing the storylines for a serious digital game. Based on fieldwork with approximately 100 students who produced 15 cellphilms, the project highlights the ways that young people can be co-producers of knowledge about SGBV and simultaneously actors or agents in contributing to the development of a self-educating tool.