A mobile serious game to promote digital wellness among pre-school children
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North-West University (South Africa)
Abstract
Children today are more exposed to cyberspace and cyber threats than
any of the previous generations. Due to the ever-evolving nature of digital
technologies, devices like cell phones and tablets are more accessible to
both young and old and although technological advancements create many
opportunities to its users, it also exposes them to many different threats.
Young users are especially vulnerable to these threats, as they are rarely
educated about these threats and how to protect themselves against it. One
possible solution to this problem is to create a mobile serious game that
promotes digital wellness among pre-school children. Digital wellness can
be defined as maintaining a good mental and physical well-being when using
digital and online technologies. This study aims to identify different critical
elements that, when implemented into a mobile serious game, will result
in a game that is fun to play, appropriate for pre-school children and will
spread awareness of digital wellness among the pre-school children. The
question that this study aims to answer is: \What critical elements should
be implemented into a mobile serious game to effectively promote digital
wellness among pre-school children?"
In order to answer the research question, a literature review was conducted
to identify critical elements and these elements were then implemented
in a mobile serious game. The game was reviewed by six experts in
the field of pre-school education, to validate the identified elements and to
identify any possible additional elements. The results of the expert review
verified that all of the elements identified from the literature are critical
elements and the reviewers identified five additional elements. The following
critical elements were thus identified: structured challenge; fantasy; choice;
rules; competition; clear and simple goals; aesthetics; quality feedback and
rewards; appropriate interface; balanced simplicity and complexity; use of
appropriate material for the target group; presenting of the material in
an appropriate way; focusing on different topics of digital wellness; short
playtime; balanced work and play; quality interactions and replayability.
Description
MSc (Computer Science), North-West University, Potchefstroom Campus