Cyber Safe Teens: A Mobile Serious Game for Raising Awareness and Prevention of Online Sexual Abuse and Exploitation of Children

Online sexual abuse and exploitation of children (OSAEC) poses a growing threat in the Philippines, especially as more young people spend time in digital spaces. Through a quasi-experimental study conducted with Grade 11 Information and Communications Technology (ICT) strand students (n = 25) at a private college in the Philippines, this research developed and evaluated Cyber Safe Teens, a serious game designed to raise awareness about OSAEC and its prevention. The study employed the ADDIE model for game development and utilized a one-group pretest-posttest design to measure learning outcomes, complemented by the FunQ survey instrument to assess user experience. The results reveal significant improvement in participants' understanding of online safety issues, with mean scores increasing from 3.59 to 8.07 (p < .001). The game evaluation demonstrates high levels of user engagement, with participants reporting high scores in delight (3.55), challenge (3.46), and autonomy (3.20). The findings indicate that serious games can serve as effective educational tools for addressing sensitive topics like OSAEC when designed with user preferences and incorporating real-life scenarios.

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Publication Details

Journal
International Journal of Mobile Applications and Technologies
Published
2025-04-30
DOI
https://doi.org/10.51137/wrp.ijmat.2025.xhco.45770
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Cyber Safe Teens: A Mobile Serious Game for Raising Awareness and Prevention of Online Sexual Abuse and Exploitation of Children

Xyrelle Herrera, Raymar Macawile, Ben Victoria, John Kenneth Launio et al.
International Journal of Mobile Applications and Technologies
Digital Games and Media
article

Cyber Safe Teens: A Mobile Serious Game for Raising Awareness and Prevention of Online Sexual Abuse and Exploitation of Children

Xyrelle Herrera, Raymar Macawile, Ben Victoria, John Kenneth Launio, Kate Caranto, Ericson Ericson
article en

Abstract

Online sexual abuse and exploitation of children (OSAEC) poses a growing threat in the Philippines, especially as more young people spend time in digital spaces. Through a quasi-experimental study conducted with Grade 11 Information and Communications Technology (ICT) strand students (n = 25) at a private college in the Philippines, this research developed and evaluated Cyber Safe Teens, a serious game designed to raise awareness about OSAEC and its prevention. The study employed the ADDIE model for game development and utilized a one-group pretest-posttest design to measure learning outcomes, complemented by the FunQ survey instrument to assess user experience. The results reveal significant improvement in participants' understanding of online safety issues, with mean scores increasing from 3.59 to 8.07 (p < .001). The game evaluation demonstrates high levels of user engagement, with participants reporting high scores in delight (3.55), challenge (3.46), and autonomy (3.20). The findings indicate that serious games can serve as effective educational tools for addressing sensitive topics like OSAEC when designed with user preferences and incorporating real-life scenarios.

International Journal of Mobile Applications and TechnologiesVol. 1(1)
Baliuag University (PH)
Openalex Percentile: Top 88%
Digital Games and Media
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Cyber Safe Teens: A Mobile Serious Game for Raising Awareness and Prevention of Online Sexual Abuse and Exploitation of Children — Xyrelle Herrera, Raymar Macawile, et al. · International Journal of Mobile Applications and Technologies (2025) | TGRS Research Map | TGRS