
Game-based research: Mapping Sexual Violence in Brussels
Exclusively for the readers of our newsletter, RHEA interviewed Danielle Fernandes, EUTOPIA doctoral researcher at RHEA (Collaborative PhD: VUB - NOVA Lisboa). We discuss her current research project on gender-based violence in Brussels, which you can follow on her Instagram @Cityconfessions.be!
Your current research focuses on how identity and space shape experiences of sexual violence and harassment in Brussels. You're currently using a unique method to discuss this topic with research participants—a boardgame. Why did you choose this method?
The idea of using a boardgame started with a previous community-based project where I collaborated with ZIJkant vzw to develop a bystander training intervention. Together, we created City Confessions, a boardgame designed to provide a more engaging way to navigate difficult conversations about sexual violence and harassment. Through gameplay and peer conversations, players learned how to identify transgressive behavior and how to respond safely and effectively.
During these sessions, I saw firsthand how effective a boardgame could be in stimulating open and thoughtful discussions. The game naturally builds a sense of camaraderie among players, triggers critical reflections on a wide range of topics, and makes it easier for people to share personal stories and learn from one another. Seeing its impact, I decided to channel the game into my current research as a discussion tool for focus group discussions.
"I wanted to create a more reciprocal interview structure—one where both the participants and I could share our stories and vulnerabilities."
What are the benefits of using this method to talk about sexual violence and harassment?
From the outset, I was very cautious about the power dynamics inherent in research processes. As a researcher, I hold the power to set the research agenda and pose the questions, while participants are often placed in a more vulnerable position. Particularly when working on sexual violence, I became increasingly aware of how traditional extractive dynamics in research mirror the extractive nature of violence itself.
I wanted to move beyond this by creating a more reciprocal interview structure—one where both the participants and I could share our stories and vulnerabilities. The boardgame supports this by changing the emotional dynamic of the conversation. Discussions about violence and harassment are emotionally heavy, often evoking feelings of helplessness, guilt, self-blame, anger, and frustration. Through the game, I found ways to lighten this emotional load. Playful elements and moments of joy are woven into the game, creating space for laughter, support, and care among participants.
Moreover, the game serves as an important catalyst for discussion. Talking about harassment can be difficult enough; reflecting deeply on how one’s identity shapes experiences of violence adds another layer of complexity. The structure of the game—particularly the use of case cards—helps participants reflect on fictional encounters and then connect them to their own lived experiences. This breaks down complex, abstract concepts into accessible and relatable discussions.
"Talking about harassment can be difficult enough; reflecting deeply on how one’s identity shapes experiences of violence adds another layer of complexity. "
Did you have any experience with creative research methods prior to this project? If so, which ones, and how have they influenced your current research practice?
I had not previously used creative methods like games in my research. However, for the past six years, I have been working on community-based research projects dealing with sensitive topics such as mental health, HIV care, and sex education. This work always required a certain creativity to find acceptable and approachable ways to broach difficult conversations.
For example, in a previous project on HIV care, we were trying to identify challenges experienced within healthcare settings. However, this proved difficult, as many obstacles were normalized and not easily recognized as barriers. To address this, I facilitated an interactive workshop where participants physically moved through a room, stopping at different stations representing each step in the healthcare system. At each station, participants reflected on and mapped the challenges and facilitators they encountered. This experience reinforced the importance of participatory and non-traditional approaches when engaging with sensitive topics. It has shaped my current research practice by highlighting how embodied and interactive methods can create safer, more reflective spaces for participants to articulate complex experiences.
What will the next phase of your research look like?
Currently, I am conducting group discussions using the boardgame to identify key themes related to how identity and space shape experiences of violence and harassment. The next phase will involve one-on-one interviews, structured as affect walks. During these walks, participants and I will walk together through city spaces, reflecting on emotions evoked—such as feelings of safety, fear, belonging, and exclusion. This approach will allow for a deeper exploration of how spatial dynamics and personal identities intersect to shape experiences of violence.