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“Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education

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“Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education. / Aindow, Autumn May; Baines, Alexander; Mccaffery, Toby et al.
In: Virtual Worlds, Vol. 3, No. 3, 06.09.2024, p. 354-367.

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Aindow AM, Baines A, Mccaffery T, O’Neill S, Salido FRM, Collyer-Hoar G et al. “Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education. Virtual Worlds. 2024 Sept 6;3(3):354-367. doi: 10.3390/virtualworlds3030019

Author

Aindow, Autumn May ; Baines, Alexander ; Mccaffery, Toby et al. / “Case By Case” : Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education. In: Virtual Worlds. 2024 ; Vol. 3, No. 3. pp. 354-367.

Bibtex

@article{7f122c8f9c3b400ca640b7b52834e306,
title = "“Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education",
abstract = "The topic of consent within interpersonal relationships is sensitive and complex. A serious game can provide a safe medium for the exploration of the topic of consent. In this paper, we aim to alleviate the challenges of designing a serious game artefact with the implicit goal of exploring the topic of consent. The resulting artefact, “Case By Case”, is a VR-based serious game targeting university students, which uses an allegory-based approach to achieve its goal. The participants play the role of a detective who is tasked with determining if individuals have committed theft, which serves as an allegory for breach of consent. “Case By Case” provides the users an opportunity to reflect on their decisions within the game and apply them to the complex situations of consent such as victim-blaming and bystander awareness. To evaluate the effectiveness of the game in achieving its implicit goal, we ran a user study (n = 24). The results show that “Case By Case” provided a safe environment for the users to reflect on the concept of consent and increase their understanding about the topic further.",
author = "Aindow, {Autumn May} and Alexander Baines and Toby Mccaffery and Sterling O{\textquoteright}Neill and Salido, {Frolynne Rose Martinez} and Gail Collyer-Hoar and George Limbert and Elisa Rubegni and Abhijit Karnik",
year = "2024",
month = sep,
day = "6",
doi = "10.3390/virtualworlds3030019",
language = "English",
volume = "3",
pages = "354--367",
journal = "Virtual Worlds",
issn = "2813-2084",
publisher = "MDPI AG",
number = "3",

}

RIS

TY - JOUR

T1 - “Case By Case”

T2 - Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education

AU - Aindow, Autumn May

AU - Baines, Alexander

AU - Mccaffery, Toby

AU - O’Neill, Sterling

AU - Salido, Frolynne Rose Martinez

AU - Collyer-Hoar, Gail

AU - Limbert, George

AU - Rubegni, Elisa

AU - Karnik, Abhijit

PY - 2024/9/6

Y1 - 2024/9/6

N2 - The topic of consent within interpersonal relationships is sensitive and complex. A serious game can provide a safe medium for the exploration of the topic of consent. In this paper, we aim to alleviate the challenges of designing a serious game artefact with the implicit goal of exploring the topic of consent. The resulting artefact, “Case By Case”, is a VR-based serious game targeting university students, which uses an allegory-based approach to achieve its goal. The participants play the role of a detective who is tasked with determining if individuals have committed theft, which serves as an allegory for breach of consent. “Case By Case” provides the users an opportunity to reflect on their decisions within the game and apply them to the complex situations of consent such as victim-blaming and bystander awareness. To evaluate the effectiveness of the game in achieving its implicit goal, we ran a user study (n = 24). The results show that “Case By Case” provided a safe environment for the users to reflect on the concept of consent and increase their understanding about the topic further.

AB - The topic of consent within interpersonal relationships is sensitive and complex. A serious game can provide a safe medium for the exploration of the topic of consent. In this paper, we aim to alleviate the challenges of designing a serious game artefact with the implicit goal of exploring the topic of consent. The resulting artefact, “Case By Case”, is a VR-based serious game targeting university students, which uses an allegory-based approach to achieve its goal. The participants play the role of a detective who is tasked with determining if individuals have committed theft, which serves as an allegory for breach of consent. “Case By Case” provides the users an opportunity to reflect on their decisions within the game and apply them to the complex situations of consent such as victim-blaming and bystander awareness. To evaluate the effectiveness of the game in achieving its implicit goal, we ran a user study (n = 24). The results show that “Case By Case” provided a safe environment for the users to reflect on the concept of consent and increase their understanding about the topic further.

U2 - 10.3390/virtualworlds3030019

DO - 10.3390/virtualworlds3030019

M3 - Journal article

VL - 3

SP - 354

EP - 367

JO - Virtual Worlds

JF - Virtual Worlds

SN - 2813-2084

IS - 3

ER -