Sexualized violence remains a pervasive issue in institutional settings, particularly voluntary organizations where children and adolescents are active. Despite increasing awareness, there is a lack of educational tools teaching about perpetrator strategies in such environments. This paper presents the pre-evaluation and design of a serious game developed within a federally funded German project to address this gap. The project challenges current didactical tools by using a simulation-based game design focused around the perpetrator. This approach was chosen to increase understanding among adolescents about grooming tactics and to empower players in terms of detection, prevention, and action opportunities. Extensive playtesting was conducted throughout the whole design process. It focused on usability, target-group acceptance, and knowledge retention and demonstrated promising results. Adolescents effectively learned complex perpetrator strategies and recognized parallels between gameplay and real-life experiences. While cognitive load challenges persist, user feedback affirms the game’s potential as an accessible and engaging prevention tool. The game’s implementation in group settings further enabled safe discussions around manipulative behavior. Our preliminary findings suggest that simulation-based serious games can be a valuable complement to traditional prevention methods and underscore the value of innovative approaches in serious game development for sensitive topics.

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“Uuugh – False Play” – a Serious Game to Teach Detection and Prevention of Perpetrator Strategies

  • Janina Bittner,
  • Greta Hoffmann,
  • Ulrike Hoffmann,
  • Joerg M. Fegert

摘要

Sexualized violence remains a pervasive issue in institutional settings, particularly voluntary organizations where children and adolescents are active. Despite increasing awareness, there is a lack of educational tools teaching about perpetrator strategies in such environments. This paper presents the pre-evaluation and design of a serious game developed within a federally funded German project to address this gap. The project challenges current didactical tools by using a simulation-based game design focused around the perpetrator. This approach was chosen to increase understanding among adolescents about grooming tactics and to empower players in terms of detection, prevention, and action opportunities. Extensive playtesting was conducted throughout the whole design process. It focused on usability, target-group acceptance, and knowledge retention and demonstrated promising results. Adolescents effectively learned complex perpetrator strategies and recognized parallels between gameplay and real-life experiences. While cognitive load challenges persist, user feedback affirms the game’s potential as an accessible and engaging prevention tool. The game’s implementation in group settings further enabled safe discussions around manipulative behavior. Our preliminary findings suggest that simulation-based serious games can be a valuable complement to traditional prevention methods and underscore the value of innovative approaches in serious game development for sensitive topics.