The prevalence of dating violence is increasing, and effective prevention and intervention methods are needed to address this growing social problem. The use of online, game-based intervention programs opens up new possibilities for large-scale interventions through social work as well as individual outreach work. The aim of this EU project was to design a primary intervention using innovative Serious Games technologies aimed at raising awareness and knowledge about the nature and consequences of dating violence behaviours, as well as providing education regarding the appropriateness of responses to dating conflict scenarios, and avenues for help-seeking for those directly and indirectly affected by these issues. Swedish youths (N=12), aged 17-18, who took part in the intervention programme were interviewed in focus groups. The aim of the study was to examine young people s experience of the online game-based intervention programme.The interpretation of the results was based on theories of learning through digital media. The study indicates that young people s perception is that they are engaged by and learn about dating violence through online games. Using a serious game method in a school setting offers social workers an effective method of working with dating violence, both from the perspective of prevention and intervention. It is clear that young people today belong to the digital-gaming generation. New methods need to be used to attract their attention and to make social learning possible in an interesting and interactive way. Socialworkers can use games to increase the motivation of players so that, through motivation, knowledge can be acquired and attitudes be changed.