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

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.

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Publication Details

Journal
Virtual Worlds
Published
2024-09-06
DOI
https://doi.org/10.3390/virtualworlds3030019
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

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

Abhijit Karnik, Elisa Rubegni, Sterling O’Neill, Alexander Baines et al.
Virtual Worlds
Virtual Reality Applications and Impacts
article

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

Abhijit Karnik, Elisa Rubegni, Sterling O’Neill, Alexander Baines, Gail Collyer-Hoar, Autumn May Aindow, Toby Mccaffery, Frolynne Rose Martinez Salido, George Limbert
article en

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.

Virtual WorldsVol. 3(3)
Lancaster University (GB)
Peace, Justice and strong institutions
Openalex Percentile: Top 86%
Virtual Reality Applications and Impacts
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“Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education — Abhijit Karnik, Elisa Rubegni, et al. · Virtual Worlds (2024) | TGRS Research Map | TGRS