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Serious Topics and Fun Games: Hidden in the Zoo
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Media, Technology and Culture (MTEC))ORCID iD: 0009-0001-4343-3362
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Media, Technology and Culture (MTEC))ORCID iD: 0000-0001-8325-5890
2021 (English)In: Culture at Play: How Video Games Influence and Replicate Our World / [ed] Lindsey Joyce, Víctor Navarro-Remesal, Leiden: Brill , 2021, p. 122-129Chapter in book (Refereed)
Abstract [en]

Developing children's games that concern sensitive subjects such as online sexual grooming obviously poses a number of challenges. Such challenges include, for instance, the sensitivity of the topic itself, the ethics surrounding the subject matter, and the need to bypass inappropriate language while also creating a game that children will want to play. This paper describes a computer game development project in which a game for 8-10-year-old children was created with the purpose to raise young peoples' risk awareness in online interactions such as multi-user gaming and social networking. The game's mechanics are based on our extensive studies of naturalistic online dialogues derived from closed-forum dialogues between children and later-convicted perpetrators. The perpetrators' tactics and strategies were transferred into game events but in a non-sexual and non-violent format. The game, Hidden in the Zoo, combines a classic board game, a computer game, and augmented reality technology. The traditional game board can be viewed on a tablet that transfers the basic picture on the board into an exciting 3D world. The game's setting is a zoo. To play, each player hides a treasure and is then given a set of clues to the location of the player's own hiding place. The players need to be mindful of the clues to the hiding place so that other players cannot find their treasure. Beyond this basic game premise, the game also contains messages, similar to online chats or text messages, through which players can choose whether or not to reveal a clue, bearing in mind that revealing a clue may or may not be a good idea in the long run. The game is now a fully playable prototype, and initial results show that the game serves as a tool for generating discussions about possible actions and consequences within the game but also in real life. Hence, the game provides a means to empower young children through raised risk awareness.

Place, publisher, year, edition, pages
Leiden: Brill , 2021. p. 122-129
Series
At the interface / probing the boundaries, ISSN 1570-7113 ; 134
Keywords [en]
Game development, Augmented Reality, children, online sexual grooming, forum chat-logs
National Category
Interaction Technologies
Research subject
Media, Technology and Culture (MTEC)
Identifiers
URN: urn:nbn:se:his:diva-19306DOI: 10.1163/9789004439788_014ISBN: 978-90-04-37338-9 (print)ISBN: 978-90-04-43978-8 (print)ISBN: 978-90-04-43978-8 (electronic)OAI: oai:DiVA.org:his-19306DiVA, id: diva2:1508304
Note

ISBN 9789004439788 (hardback) | ISBN 9789004439788 (ebook)

Available from: 2020-12-10 Created: 2020-12-10 Last updated: 2024-09-12Bibliographically approved

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Torstensson, NiklasSusi, Tarja

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