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CyberBullet - Share Your Story: an interactive game for stimulating awareness on the harm and negative effects of the internet

Published: 03 December 2018 Publication History

Abstract

Increased internet connectivity across the African continent through mobile phones not only opens numerous opportunities, but also increases cybercrimes such as online child abuse and sexual exploitation. Previous national studies have shown that Namibia has experienced a surge in cybercrimes, which leaves children vulnerable to predators. While a national reporting portal has been launched, children are less likely to report incidents of cyber bullying or online abuse. This study aimed at investigating how an interactive game-based approach can be used for preventing online child abuse and the study also creates a fully functional game prototype. We wanted to gain insight into the current online experiences in Namibia. After administering an online survey and conducting focus group interviews at a local high school, we then conducted two game design workshops with stakeholders namely students, teachers, parents, and game developers. We found that most girls liked storytelling games whereas boys were more drawn to action games. This led to the development of the game called CyberBullet - Share Your Story. The study contribution is in the application of game-based approach to sensitize and prevent children from becoming victims of online abuse.

References

[1]
Internet World Stats: Usage and population statistics. Retrieved February 6, 2018 from http://www.internetworldstats.com/stats1.htm
[2]
United Nations Children's Fund (UNICEF). 2016. Voices of Children: Exploratory research study on knowledge, attitudes and practices of ICT use and online safety risks by children in Namibia. Research Report. UNICEF, Windhoek, Namibia.
[3]
Randy Wong, Christy Cheung, and Bo Xiao. 2016. Combating Online Abuse: What Drives People to Use Online Reporting Functions on Social Networking Sites. In Proceedings of the 49th Hawaii International Conference on System Sciences (HICSS 2016). IEEE Computer Society, Koloa, HI, 415--424.
[4]
Penny De Byl. 2009. Designing games-based embedded authentic learning experiences. In Richard E. Ferdig (Ed.). Handbook of Research Effective Electronic Gaming in Education. IGI Global, Hershey. 1068--1087.
[5]
Colleen Stieler-Hunt, Christian Jones, Ben Rolfe, and Kay Pozzebon. 2014. Examining key design decisions involved in developing a serious game for child sexual abuse prevention. Frontiers in psychology, 5, 73.

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AfriCHI '18: Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities
December 2018
373 pages
ISBN:9781450365581
DOI:10.1145/3283458
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 December 2018

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  1. child online abuse
  2. child online protection
  3. co-design
  4. games
  5. gamification

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