| Literature DB >> 24550880 |
Colleen Stieler-Hunt1, Christian M Jones1, Ben Rolfe1, Kay Pozzebon1.
Abstract
This paper presents a case study of the key decisions made in the design of Orbit, a child sexual abuse prevention computer game targeted at school students between 8 and 10 years of age. Key decisions include providing supported delivery for the target age group, featuring adults in the program, not over-sanitizing game content, having a focus on building healthy self-concept of players, making the game engaging and relatable for all players and evaluating the program. This case study has implications for the design of Serious Games more generally, including that research should underpin game design decisions, game designers should consider ways of bridging the game to real life, the learning that arises from the game should go beyond rote-learning, designers should consider how the player can make the game-world their own and comprehensive evaluations of Serious Games should be undertaken.Entities:
Keywords: child protection; personal safety program; serious game design; serious games; sexual abuse; video games
Year: 2014 PMID: 24550880 PMCID: PMC3912471 DOI: 10.3389/fpsyg.2014.00073
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Key design decisions and their justification.
More effective child sexual abuse prevention programs are integrated into the school curriculum (Sanderson, Classroom activities provide more opportunities for discussion and reflection (Rispens et al., | |
Longer child sexual abuse prevention programs are more effective than one-off presentations (Hazzard et al., | |
support and educative information for families, teachers, and community members. opportunities for adults to get involved in the program through special trusted adult logins and opportunities for side-by-side game-play with trusted adults. virtual representations of the players' trusted adults within the game through the use of avatar generators. The game requires the player to create virtual representations of five trusted adults from at least three different parts of their life. opportunities for players to reflect on the suitability of the adults in their support network through the game's narrative, game dialog boxes, and an in-game utility to facilitate further reflection. | Many child sexual abuse prevention programs put too much responsibility on children to protect themselves (Sanderson, Most effective programs include parental involvement (Briggs and Hawkins, Although a significant societal problem, child sexual abuse is not well understood by many adults (Putnam, Identifying five adults a child can reliably turn to when requiring assistance is a recognized protective behavior for children (Wurtele, Subject matter experts consulting on the project felt it was important that children themselves were able to select and change their five trusted adults in their support network, they also felt that these adults should be from a variety of areas in the child's life and that the child should be encouraged to reflect on the suitability of adults in their trusted adult support network. |
using a rules-based understanding of sexual abuse. helping players understand perpetrator tactics helping players understand the barriers to telling. featuring the perpetrator as a main character in the game. | In an effort to avoid controversy and fear and anxiety in children, some child sexual abuse prevention programs over-sanitize content, so much so that they are ineffective (Finkelhor and Strapko, Recognizing sexual abuse is a key part of many prevention programs (Wurtele, The scenarios used within the mini-games were based on reports of child sexual abuse collated by police and counselors. These scenarios served to help children understand the tactics that perpetrators use to abuse children and acknowledge the emotional and psychological barriers that often prevent children from telling adults about abuse (Somer and Szwarcberg, Perpetrators of child sexual abuse are likely to use careful grooming strategies that instill trust and use their authority to abuse a child rather than perpetrate a sudden attack on a child (Smallbone and Wortley, |
Children who have a healthy self-concept are more likely to retain information presented in child sexual abuse prevention programs and are more likely to resist a perpetrator (Sanderson, Perpetrators report that they select victims who are “passive, troubled, lonely” children and use these characteristics to prevent them from telling an adult about the abuse (Budin and Johnson, | |
Many child sexual abuse prevention programs have been criticized for not catering well for boys (Asdigian and Finkelhor, The game was set in a fantastical game environment with the ability to customize player game characters, earn rewards and personalize parts of the game environment (Malone, | |
Many child sexual abuse prevention programs are criticized for not being evaluated rigorously (Melton and Flood, This program will be evaluated using pre- and post- tests and a control group (Sanderson, |