Examining key design decisions involved in developing a serious game for child sexual abuse prevention

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, no...

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Main Authors: Colleen Joy Stieler-Hunt, Christian Martyn Jones, Ben eRolfe, Kay ePozzebon
Format: Article
Language:English
Published: Frontiers Media S.A. 2014-02-01
Series:Frontiers in Psychology
Subjects:
Online Access:http://journal.frontiersin.org/Journal/10.3389/fpsyg.2014.00073/full
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spelling doaj-826812c48bbd40478b542506c1e8112f2020-11-25T00:50:24ZengFrontiers Media S.A.Frontiers in Psychology1664-10782014-02-01510.3389/fpsyg.2014.0007354607Examining key design decisions involved in developing a serious game for child sexual abuse preventionColleen Joy Stieler-Hunt0Christian Martyn Jones1Ben eRolfe2Kay ePozzebon3University of the Sunshine CoastUniversity of the Sunshine CoastUniversity of the Sunshine CoastUniversity of the Sunshine CoastThis 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-sanitising 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.http://journal.frontiersin.org/Journal/10.3389/fpsyg.2014.00073/fullVideo Gamessexual abusechild protectionpersonal safety programserious gamesserious game design
collection DOAJ
language English
format Article
sources DOAJ
author Colleen Joy Stieler-Hunt
Christian Martyn Jones
Ben eRolfe
Kay ePozzebon
spellingShingle Colleen Joy Stieler-Hunt
Christian Martyn Jones
Ben eRolfe
Kay ePozzebon
Examining key design decisions involved in developing a serious game for child sexual abuse prevention
Frontiers in Psychology
Video Games
sexual abuse
child protection
personal safety program
serious games
serious game design
author_facet Colleen Joy Stieler-Hunt
Christian Martyn Jones
Ben eRolfe
Kay ePozzebon
author_sort Colleen Joy Stieler-Hunt
title Examining key design decisions involved in developing a serious game for child sexual abuse prevention
title_short Examining key design decisions involved in developing a serious game for child sexual abuse prevention
title_full Examining key design decisions involved in developing a serious game for child sexual abuse prevention
title_fullStr Examining key design decisions involved in developing a serious game for child sexual abuse prevention
title_full_unstemmed Examining key design decisions involved in developing a serious game for child sexual abuse prevention
title_sort examining key design decisions involved in developing a serious game for child sexual abuse prevention
publisher Frontiers Media S.A.
series Frontiers in Psychology
issn 1664-1078
publishDate 2014-02-01
description 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-sanitising 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.
topic Video Games
sexual abuse
child protection
personal safety program
serious games
serious game design
url http://journal.frontiersin.org/Journal/10.3389/fpsyg.2014.00073/full
work_keys_str_mv AT colleenjoystielerhunt examiningkeydesigndecisionsinvolvedindevelopingaseriousgameforchildsexualabuseprevention
AT christianmartynjones examiningkeydesigndecisionsinvolvedindevelopingaseriousgameforchildsexualabuseprevention
AT benerolfe examiningkeydesigndecisionsinvolvedindevelopingaseriousgameforchildsexualabuseprevention
AT kayepozzebon examiningkeydesigndecisionsinvolvedindevelopingaseriousgameforchildsexualabuseprevention
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