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FATIMAH ZAHRA BINTI ROS AZMAN

NUR ATIKA ALIA BINTI M ANUAR


IZATI NABILA BINTI MARZUKI
NUR AMIRA BINTI HANAFI
CHAPTER 1:
INTRODUCTION
BACKGROUND OF THE
STUDY
Child Abuse
Becoming global issue in the current years.

Children have been abused either in physically, emotionally,


sexually, mistreatment or being neglected.

Child abuse occurs at every socioeconomic level, across


ethnic and cultural lines, within all religions and at all levels
of education (Renk et al., 2002).

The Department of Social Welfare has conducted the world


statistics and study and it shown that child abuse,
molestation, and rape cases are continually increasing in
Malaysia (Azliza & Wan Ahmad Jaafar, 2012).
Child Sexual Abuse in Malaysia

Child sexual abuse a form of child abuse in which an adult abuses a child
for sexual desires in any sexual activity (Children Act, 2001)

In Malaysia, from the cases reported to Social Welfare Department in 2008,


72% from 733 cases were incest cases (UNICEF Malaysia, 2009)

During the last five years in Malaysia, there are about 21,458 child
sexual abuse cases were reported which most of the main culprits being
stepfathers, fathers, brothers, grandfathers, acquaintances, boyfriends,
neighbors and shamans, among others (Indramalar, 2015).

Studies found that the victims of the sexual abuse are traumatized and will
need counseling and professional intervention by a child psychologist (Teoh
El Sen, 2009)
In Malaysia, the paedophilia activity is largely hidden despite of the police
force work with international intelligence agencies on tracking paedophile
activity. (Indramalar, 2015)

Pedophilia activity
- one of the contributions towards child sexual abuse
- It is an intense and recurrent sexual interest in prepubescent children, and
a disorder if it causes a person marked distress or interpersonal difficulty
or if the person acts on his interests (Kaplan, 2014).

Sexual abuse impacts negatively to the children during their childhood and
future adulthood in physical, emotional, and psychological context (Noor
Maizura and Salwana, 2010). Therefore, an effective prevention strategies
need to be done in order to avoid negative impacts on children.
Awareness-Raising
Awareness-raising a fully aware, well informed and properly
trained population is the best guarantee of safety and of successful
response to any disaster (United Nations Environment Program,
2006)

Awareness-raising need an effective communication with the


audience (Sayers, 2006).

Awareness can be enhanced by using appropriate computer


technology (Ijsselsteijin et al., 2006)

Multimedia can engage the human sense to inform, persuade, and


entertain (McCracker & Wolfe, 2004)
Persuasive Technology
Persuasive technology which comprises persuasion and social
influence can be used to improve users attitudes and
behaviour (Ijsselsteijn et al., 2006; Fogg, 2009).

The application of amusing graphics, textual information,


audio/video and interactivity into persuasive technology will
offer a convincing experience to user (Mohamad, Siti Zulaiha,
Arifah Fasha & Nor Liyana, 2012).

This technology is being applied widely in the area of


business, politics, management, health, training and also
human-computer interaction (HCI) (Mohamad, Siti Zulaiha,
Arifah Fasha & Nor Liyana, 2012).
Mobile Technology
It is found that mobile telephone technology is fast eclipsing traditional
mass media in key markets (Sayers, 2006)

According to a survey that has been conducted by the Malaysian


Communication and Multimedia Commission (MCMC) in 2008, Malaysia
is in the second ranking of ASEAN regarded the number of mobile phone
users with the total of 26 thousands users (Sheereen N. Zulkefly &
Rozumah Baharudin, 2009).

There is a survey that have been conducted by Times magazine Techland


section which stated that most respondents couldnt live without their cell
phones even in a day and usually they will be checking on their phone
every 10 minutes (Gibbs, 2012).

Mobile platforms benefit persuasive technologies to be more effective at


encouraging behavioral transformation (Fogg, 2003).
Persuasive Mobile Game
Mobile game - a video game played through the use of mobile devices such as
mobile phone, Smartphone, PDA, handheld computer or portable media player
(Lavin-Mera, Pablo et al., 2009).

Mobile game is considered as one of persuasive technologies which can


endorse social interaction through competition that offers the system of rewards
(Ramachandran & Canny, 2008).

Related previous research:


Based on Grimes, Kantroo and Grinter (2010), mobile game also can be an
effective tool to promote healthier lifestyles by replacing unhealthy eating habit
to the healthier meals.
Persuasive mobile technology has potential in assisting teenagers to lead
physically active lifestyles and to fight the risk of becoming obese or
overweight as adults (Arteaga & Kudeki, 2009; Arteaga, 2010).
Accoding to Soler, Zacarias & Lucero (2009), oral health and dental hygiene
awareness between adolescents can be raised through the use of persuasive
mobile game.
PROBLEM STATEMENTS
Although prevention efforts have been aimed at youth, parents, professionals, and
the general public, the most common approach has been typically occurring in
schools (Kenny, 2010).

Main prevention of child sexual abuse is often seen as unachievable because of


prevention efforts rarely receive the level of commitment and attention required for
long-term success (Lyles et al., 2009)

According to Azliza & Wan Ahmad Jaafar (2012), Malaysia governments and
NGOs have done several attempts of prevention programs to prevent child sexual
abuse through mass media campaigns but there is still insufficient amount of
education programs that utilize the multimedia and computer technology.
They have stated that it is important to educate children about child sexual abuse
in order to enhance their awareness on personal safety and to provide guidelines
for the children when facing the critical situations.
The regular public awareness that have been done such as forum and
campaigns are still unable to create awareness among the community
(Azliza & Wan Ahmad Jaafar, 2012).

Most of awareness campaigns through mass media are less effective in


raising awareness among children due to the absence of persuasive aspect
such as interactivity between human and computer (Mohamad, Siti
Zulaiha, Arifah Fasha & Nor Liyana, 2012; Wan Ahmad Jaafar, Siti Nor
Jannah & Mohamed Zamri, 2012).

Based on the finding of research by Azliza and Wan Ahmad Jaafar (2012),
it is proven that Persuasive Multimedia Learning will be a significant
approach to educate children about CSA and enhance their awareness.
Therefore, in order to raise awareness on child sexual abuse among
children in Malaysia, persuasive mobile game will be proposed as an
effective medium in realizing this effort.

Mobile platforms benefit persuasive technologies to be more


effective at encouraging behavioral transformation (Fogg, 2003).

Gaming is considered to be an essential routine for the younger


generation in this new era as they could spent hours per day to play
games (Mason, Singleton, & Webber, 2007; Birkinshaw & Crainer,
2008).

Game can act not only as an entertainment but also a medium to


educate, deliver and share information (Marina Ismail et al., 2014)
RESEARCH AIM
The aim of this research is to provide recommendations on
the game design contents that appropriate in designing a
persuasive mobile game application based on children
preferences via survey.
RESEARCH OBJECTIVES

1. To determine the awareness level of child sexual


abuse among children through NGOs and child
welfare organizations in Malaysia.

2. To identify the selected game design elements in


designing a persuasive mobile game to raise
childrens awareness on child sexual abuse.
RESEARCH QUESTIONS

1. With the help of NGOs and child welfare


organizations in Malaysia, to what extend is the
level of awareness of child sexual abuse among
children?

2. What are the selected game design elements in


designing a preliminary game concept of persuasive
mobile game in raising children awareness on child
sexual abuse?
LIMITATIONS
Target respondents

Children between the age range of 7-12 years old

These children mainly are in primary education in Malaysia.


According to Ginsburg & Opper (1979), these group of children
categorized as concrete operational stage in Piagets Theory of
Intellectual Development as they are starting to think logically in
solving problem and as they are become more mature.
Based on a study on children who confirmed as being sexually
abused between June 1985 and December 1990 by the Suspected
Child Abuse and Neglect (SCAN) Team of Kuala Lumpur
General Hospital, mean age of children sexual abuse was 6-8
years, 41.5% were in the age range 5-9 years (Kassim & Kasim,
1995).
Sampling Location
Petaling, Selangor

Based on Department of Social Welfare (JKM), statistics


reveal that Selangor stated the highest number of children
(1133) on need of care & protection for the year 2012 alone.

Petaling is a district that has the highest population in Selangor


based on the Department of Statistics Malaysia. It includes the
city council of Shah Alam, The city council of Petaling Jaya
and The municipal council of Subang Jaya.
DELIMITATIONS
Races - include Malay, Chinese, Indian and etc

Genders - involve both female and male

Religions - cover of various religions in Malaysia


SIGFINICANT OF THE STUDY
This study will result in giving awareness and educate the Malaysians
especially children about the child sexual abuse through the persuasive and
effective platform like mobile game. Game helps this generation to be more
motivated to learn actively as it provides interactively sensational activities
and attractive multimedia technology (Agarwal & Saha, 2011).

Our study want to utilize the persuasive technology in mobile game to


convey the awareness message among children in order to show our
responsibility towards them in humanity cause which is taken lightly in
Malaysia such as Nur Fitri paedophilia case recently.

It provide benefits to the educators and elders in Malaysia in educating


children about personal safety and prevention from being sexually abused.
With the help of electronic devices and technology that are provided in
most of schools or institutions nowadays, childrens awareness on sexual
abuse can be raised through games (Dwiana & Singh, 2011)
CHAPTER 2:
LITERATURE REVIEW
Related Previous Study 1
Title: A Preliminary Investigation: Childrens Awareness of Child Sexual
Abuse in Malaysia. International Journal of Social Science and Humanity, Vol.
2, No. 3.
Author: Azliza Othman & Wan Ahmad Jaafar Wan Yahaya (2012)

This study focused on the feedback from respondents regarding the


implementation of Persuasive Multimedia Learning Awareness in preventing
child sexual abuse in Malaysia.
The information was gathered to identify the current children awareness toward
sexual abuse and current child sexual abuse prevention programs implemented
in Malaysia.
The findings of this study showed that there is a need to educate children about
child sexual abuse and also lack of the usage of multimedia and computer
technology to be implemented as the educational materials so that children
could know about their own personal safety.
This study recommended on the implementation of Persuasive Multimedia
Learning need to be designed and developed in order to provide guidelines for
the children safety through an interactive education alternative.
Related Previous Study 2
Title: Exploring Persuasive Multimedia Techniques in Attitude and Behavior
Change: A Comparative Study. Paper presented at International Conference
on Communication and Media 2014 (i-COME14).
Author: Mohamad Lutfi Dolhalit & Sobihatun Nur Abdul Salam (2014)

This study focused on the examination and reviews of the persuasive


multimedia techniques for the past four years (2010-2014) and investigated on
how the persuasive technology can be applied in related social problems.
The researchers used a comparative study through ten selected papers which
are their technique and study is related and within Malaysia context.
The researcher concluded that the persuasive technology has the potential and
possibility in changing attitude and behavior among the student in doing the
tasks and to achieve a level of objectivity.
Through all the comparative studies done by the researchers, it is recommended
that the design guidelines should be considered when designing an effective
persuasive multimedia for social problem such as sexual abuse exclusively.
Related Previous Study 3
Title: Application of Persuasive Multimedia to Raise Stress Awareness among
the Secondary School Students. Paper presented at 2012 International
Conference on Mechanical and Electronic Engineering.
Author: Wan Ahmad Jaafar Wan Yahaya, Siti Nor Jannah Ahmad, Mohamed
Zamri Mohd Zain (2012)

The researchers exposed the secondary school students to the implications of


stress to enhance their stress awareness level through a prototype of persuasive
multimedia application that have been developed based on the persuasive
technology and multimedia principles.
The researchers used gender as their moderator variable in their method.
The findings for their study were obtained through quantitative method which
is survey questionnaire forms.
The survey data showed that the persuasive multimedia application has
significant effect on students motivation especially for satisfaction element.
This study shows how the persuasive technology and multimedia could
increase the awareness among their respondents.
CHAPTER 3:
METHODOLOGY
METHODOLOGY
STAGE QUALITATIVE QUANTITATIVE

Literature Review
Stage 1: Pilot Study (Secondary data)
(RO1 & RQ1) Interview (Primary data)
NGOs and Welfare
Organization on child sexual
abuse.

Survey (Questionnaires) on
Stage 2: Survey children preferences towards
(RO2 & RQ2) visual contents of the game
concept.

The collected data and The collected data on


information regarding children preferences towards
Stage 3: Result childrens behavior and game design contents will be
acceptance towards child used as a recommendation
sexual abuse will be used as designing persuasive mobile
suggestions in designing game on child sexual abuse in
persuasive mobile game on future.
child sexual abuse in future.

Research Design (Flow)


SAMPLE
Sample size: 50 respondents
Purposive sampling total population sampling
Sample criteria is a group of children who are can use mobile devices
within age range of 7-12 years old (primary schooler)
Sampling location: Petaling, Selangor Petaling have the highest
population in Selangor as stated by the Department of Statistics Malaysia

PROCEDURE AND MEASURE


STAGE 1: PILOT STUDY

1. Literature Review journal, books, articles, internet, newspapers,


magazines and etc.
Collecting data and information on child sexual abuse and its effect to
children.
Identifying the importance of mobile technologies nowadays.
2. Interview

3 individuals; each from NGOs, Welfare Organization and school


counselor.
Done to achieve the RO1 & RQ1 of this research :- to determine the
awareness level of child sexual abuse among children through NGOs
and child welfare organizations in Malaysia.
The questions are focused on :-
1. Programs that ever held or organized by them among children on
child social abuse issue
2. Suitable approaches in giving exposure on CSA among children
3. Precautions should be taken by children and community on this
issue
4. Their opinion on applying mobile game technology in giving
awareness and educate children about this issue.
STAGE 2: SURVEY
Survey (Questionnaires)
Done to achieve the RO2 & RQ2 :- To identify the selected game design
elements in designing a persuasive mobile game to raise childrens
awareness on child sexual abuse.

Generally, it has 4 sections which are:


Section A: Demographic details (close-ended),
Section B: The Exposure towards Mobile Game (close-ended)
Section C: The Principles of Persuasive Technology (Likert scale)
Section D: The Game Design Elements (close-ended)

Questions focused in identifying childrens preferences on game design


elements in mobile game based on the principles of persuasive
technology.
STAGE 3: RESULT
The collected data and information from interview used as suggestions in
designing the content of persuasive mobile game on child sexual abuse that can
be useful for children in future .

The collected data from survey used as recommendations in designing the game
design elements of persuasive mobile game on child sexual abuse in future.
CHAPTER 4:
FINDINGS & ANALYSIS
FINDINGS
INTERVIEW (RO1 & RQ1)

THEME INTERVIEWEE 1 INTERVIEWEE 2 INTERVIEWEE 3


Reflexivity Several program collaborated Several programs focused on Gave some talks about
with several NGOs and the primary schools and we did some this issue to the viewer
government to give some talks games, and gave talks to them
and posters info due to the about this issue. The program
issue were exposed to the also included poster and
students. advertisement

Program Approach Casting or P.S.A advertisement We did some P.S.A Advertisement also can
to expose this issue not only for advertisement to spread be one of better way in
children, but also a reminder for awareness regarding with this giving exposure on
people out there who witnessed issue collaborated mass media awareness of child sexual
the incident to address the and social network to deliver the abuse.
problem of child sexual abuse. message

Design Technology Bit worried if they might be just Really good if any game related It might be good plan if
play that game without to this issue could help this the game gave some ways
understand the message. The situation. As long as this game how to protect themselves
game characters also should not can behave the players, and give from being the sexual
be too aggressive so that it does some precaution how to protect abuses victim. I have no
not affect the child's mind. themselves from be a sexual problem with this kind of
victim. game work
Precaution Being actively involved in a Children should be provided Begin with discussions
childs life can make warning with accurate information at an slowly and clarify the
signs of child sexual abuse more early age, hence they can learn childs understanding of
obvious and help the child feel to avoid or stop sexual advances. words could be some
more comfortable coming to Parents and teacher or educator precautions way that
you if something isnt right. should teach the children where should be taken from
the spot that they shouldnt and children to avoid this
what touches from people to problem issue. It is because
them are bad. childrens concepts can be
very different from adults.

Precaution activities They need to join self-defense As usual we start the activity by Problem-solving games,
or martial art classes such as giving some talks to early ages. story-telling and role
taekwondo, karate do and the Story-telling could help them to playing are ways to talk to
school also provides classes of say no, encourage them to speak children.
martial art as a way to protect out and reach for help if this
themselves from becoming issue might happened to them.
victims of sexual abuse.

Awareness I hope it can help children For sure, I really hope that the Children must have
awareness on this issue which is mobile game may attract the interest to play this game
sometimes occurred among of children to be aware about this but it is a bit worried if
their parents. It may be tough to issue since they could learn certain of them do not
make sure that they can realize several things from it really care what the
this issue since it being done by function of the game is
their own parents really for.
FINDINGS
SURVEY (QUESTIONNAIRES) (RO2 & RQ2)
Section A: Demographic Details

What is your gender?

Cumulative
Frequency Percent Valid Percent Percent
Valid Male 21 42.0 42.0 42.0

Female 29 58.0 58.0 100.0

Total 50 100.0 100.0

What is your age?


Cumulative
Frequency Percent Valid Percent Percent
Valid Below 7 2 4.0 4.0 4.0
7-8 10 20.0 20.0 24.0
9-10 11 22.0 22.0 46.0
11-12 23 46.0 46.0 92.0
12 and above 4 8.0 8.0 100.0
Total 50 100.0 100.0
Which area do you stay?
Cumulative
Frequency Percent Valid Percent Percent
Valid Shah Alam 28 56.0 56.0 56.0
Petaling Jaya 8 16.0 16.0 72.0
Subang Jaya 9 18.0 18.0 90.0
Others 5 10.0 10.0 100.0
Total 50 100.0 100.0

Which school do you study?


Frequenc Valid Cumulative
y Percent Percent Percent
Valid SK Seksyen 7, Shah Alam 21 42.0 42.0 42.0
SK Padang Jawa, Shah Alam 9 18.0 18.0 60.0
SK Rendah Agama Integrasi Seksyen
8 16.0 16.0 76.0
7
Sek Ren Islam Al-Amin 5 10.0 10.0 86.0
SK Petaling Jaya 3 6.0 6.0 92.0
SK Taman Dato Harun 4 8.0 8.0 100.0
Total 50 100.0 100.0
Section B: The Exposure towards Mobile Game

Which platform of digital games do you think is the EASIEST to play with?

Cumulative
Frequency Percent Valid Percent Percent
Valid PC 16 32.0 32.0 32.0
TV 3 6.0 6.0 38.0
Mobila devices 31 62.0 62.0 100.0

Total 50 100.0 100.0

Do you like to play game through smartphone?


Frequency Percent Valid Percent Cumulative Percent
Valid Yes 44 88.0 88.0 88.0
No 6 12.0 12.0 100.0
Total 50 100.0 100.0
How often do you play mobile game daily?
Cumulative
Frequency Percent Valid Percent Percent
Valid Always 30 60.0 60.0 60.0
Very Often 13 26.0 26.0 86.0
Sometimes 5 10.0 10.0 96.0
Rarely 2 4.0 4.0 100.0
Total 50 100.0 100.0

What type of game do you like to play the MOST?


Cumulative
Frequency Percent Valid Percent Percent
Valid Action / Adventure 25 50.0 50.0 50.0
Casual / Puzzle 7 14.0 14.0 64.0
Strategy 3 6.0 6.0 70.0
Role Playing game 15 30.0 30.0 100.0
Total 50 100.0 100.0
Section C: The Principles of Persuasive Technology (Fogg, 2003)
1. Principle of Praise

If I win in the mobile game, I like the use of this word.

Cumulative
Frequency Percent Valid Percent Percent
Valid Strongly Disagree 9 18.0 18.0 18.0
Disagree 21 42.0 42.0 60.0
Neutral 7 14.0 14.0 74.0
Agree 10 20.0 20.0 94.0
Strongly Agree 3 6.0 6.0 100.0
Total 50 100.0 100.0

If I win in the mobile game, I like the use of this image.

Cumulative
Frequency Percent Valid Percent Percent
Valid Neutral 4 8.0 8.0 8.0
Agree 27 54.0 54.0 62.0
Strongly Agree 19 38.0 38.0 100.0
Total 50 100.0 100.0
If I win in the mobile game, I like the use of this symbol.

Cumulative
Frequency Percent Valid Percent Percent
Valid Disagree 11 22.0 22.0 22.0
Neutral 10 20.0 20.0 42.0
Agree 26 52.0 52.0 94.0
Strongly Agree 3 6.0 6.0 100.0
Total 50 100.0 100.0

I am very interested in mobile game that can give a compliment on my success


Cumulative
Frequency Percent Valid Percent Percent
Valid Disagree 3 6.0 6.0 6.0
Neutral 11 22.0 22.0 28.0
Agree 25 50.0 50.0 78.0
Strongly Agree 11 22.0 22.0 100.0
Total 50 100.0 100.0
2. Principle of Cause and Effect

I like to play a mobile game that can give me a good lesson


Cumulative
Frequency Percent Valid Percent Percent
Valid Strongly Disagree 1 2.0 2.0 2.0
Disagree 5 10.0 10.0 12.0
Neutral 17 34.0 34.0 46.0
Agree 17 34.0 34.0 80.0
Strongly Agree 10 20.0 20.0 100.0
Total 50 100.0 100.0

3. Principle of Visual Attractiveness

I like to play a mobile game that is attractive and looks neat.


Cumulative
Frequency Percent Valid Percent Percent
Valid Neutral 7 14.0 14.0 14.0
Agree 28 56.0 56.0 70.0
Strongly Agree 15 30.0 30.0 100.0
Total 50 100.0 100.0
I like to play a colorful mobile game.
Cumulative
Frequency Percent Valid Percent Percent
Valid Disagree 2 4.0 4.0 4.0
Neutral 13 26.0 26.0 30.0
Agree 17 34.0 34.0 64.0
Strongly Agree 18 36.0 36.0 100.0
Total 50 100.0 100.0

I like the use of pretty font in mobile game


Cumulative
Frequency Percent Valid Percent Percent
Valid Disagree 3 6.0 6.0 6.0
Neutral 14 28.0 28.0 34.0
Agree 22 44.0 44.0 78.0
Strongly Agree 11 22.0 22.0 100.0
Total 50 100.0 100.0

I like to use a mobile game that has attractive images


Frequency Percent Valid Percent Cumulative Percent
Valid Disagree 5 10.0 10.0 10.0
Neutral 5 10.0 10.0 20.0
Agree 24 48.0 48.0 68.0
Strongly Agree 16 32.0 32.0 100.0
Total 50 100.0 100.0
I like to use a mobile game that well-ordered and looks clean
Cumulative
Frequency Percent Valid Percent Percent
Valid Disagree 1 2.0 2.0 2.0
Neutral 10 20.0 20.0 22.0
Agree 27 54.0 54.0 76.0
Strongly Agree 12 24.0 24.0 100.0
Total 50 100.0 100.0

4. Principle of Convenience
I like to use a mobile game that easy to be played and accessed.
Cumulative
Frequency Percent Valid Percent Percent
Valid Disagree 2 4.0 4.0 4.0
Neutral 9 18.0 18.0 22.0
Agree 24 48.0 48.0 70.0
Strongly Agree 15 30.0 30.0 100.0
Total 50 100.0 100.0
5. Principle of Mobile simplicity
I like to use a mobile game that is simple to be played
Cumulative
Frequency Percent Valid Percent Percent
Valid Disagree 5 10.0 10.0 10.0
Neutral 5 10.0 10.0 20.0
Agree 20 40.0 40.0 60.0
Strongly Agree 20 40.0 40.0 100.0
Total 50 100.0 100.0

6. Principle of Information Quality

I am very interested if I can learn something new from this game


Cumulative
Frequency Percent Valid Percent Percent
Valid Strongly Disagree 1 2.0 2.0 2.0
Disagree 12 24.0 24.0 26.0
Neutral 15 30.0 30.0 56.0
Agree 19 38.0 38.0 94.0
Strongly Agree 3 6.0 6.0 100.0
Total 50 100.0 100.0
Section D: The Game Design Elements

Which of the following do you prefer the most from the use of color in a mobile game?
Cumulative
Frequency Percent Valid Percent Percent
Valid One color only 6 12.0 12.0 12.0
Two colors 11 22.0 22.0 34.0
More than 2 colors 33 66.0 66.0 100.0
Total 50 100.0 100.0

Which of color theme would you mostly preferred for visual?


Cumulative
Frequency Percent Valid Percent Percent
Valid Complementary 23 46.0 46.0 46.0
Analogous 6 12.0 12.0 58.0
Neutral 2 4.0 4.0 62.0
Warm 7 14.0 14.0 76.0
Cool 12 24.0 24.0 100.0
Total 50 100.0 100.0
Which type of visual do you prefer for mobile game?
Cumulative
Frequency Percent Valid Percent Percent
Valid 2D illustration 25 50.0 50.0 50.0
3D realistic 25 50.0 50.0 100.0
Total 50 100.0 100.0

Which of the following font style do you prefer for mobile game?
Cumulative
Frequency Percent Valid Percent Percent
Valid Serif 5 10.0 10.0 10.0
San Serif 18 36.0 36.0 46.0
Script 3 6.0 6.0 52.0
Decorative 24 48.0 48.0 100.0
Total 50 100.0 100.0

What type of orientation would you like to play the game?


Cumulative
Frequency Percent Valid Percent Percent
Valid Potrait 2 4.0 4.0 4.0
Landscape 26 52.0 52.0 56.0
Both 22 44.0 44.0 100.0
Total 50 100.0 100.0
Which type of button do you preferred?
Cumulative
Frequency Percent Valid Percent Percent
Valid Text 1 2.0 2.0 2.0
Illustration 6 12.0 12.0 14.0
3D Realistic 15 30.0 30.0 44.0
Combination 28 56.0 56.0 100.0
Total 50 100.0 100.0

Which layout of interface do you preferred?


Cumulative
Frequency Percent Valid Percent Percent
Valid Center 44 88.0 88.0 88.0
Right 5 10.0 10.0 98.0
Left 1 2.0 2.0 100.0
Total 50 100.0 100.0
The Guidelines / Recommendations in Designing Persuasive
Mobile Game of CSA Based on the Surveys Findings
Principles of Persuasive Guidelines / Recommendations
Technology
1. Principle of praise Most of children interested to play a mobile game that can
provide them with compliments through the use of images
or symbols.
They were less interested with so many texts used in game.
2. Principle of cause and They are some children do not really care about the
effect messages provided by the game but it is still necessary to
offer them with good messages in game as they can learn
something from the game itself.
3. Principle of visual In order to attract childrens interest in playing the
attractiveness persuasive mobile game, the overall appearance of the
game should be attractive, colorful and well-ordered.
4. Principle of convenience Children are pleased to play game that easy to be played.
5. Principle of mobile Children are satisfied to play game that simple to be
simplicity navigated and interacted rather than the complicated one.
6. Principle of information The information included in the game should be up-to-date
quality since the outdated information will make them bored.
Game Design Elements Guidelines / Recommendations
1. The use of color Children are interested with the colorful visuals and
graphical user interface.
They preferred the complementary group of color.
Sample color:

2. The use of visuals The children seemed to be attracted with both 2D


illustration and 3D realistic type of visuals as long as the
visuals are noticeable.

3. The use of typography The font style should be a decorative free style and not
to formal as serif, san serif and script font style.

Persuasive Mobile Game


Game Design Elements Guidelines / Recommendations

4. The interface of mobile game Children are preferred on landscape orientation of game
since it is wider than the portrait orientation.

The type of buttons are recommended to be a


combination of text and visual.

The layout of the game should be centered and well-


ordered.
CHAPTER 5:
CONCLUSION
Result from the interview :-

The respondents supported the effort of using mobile game in giving awareness
to children on child sexual abuse

They hope that the content can benefit the children by including precautions on how
to protect themselves from this issue through self-defense education and encourage
them to be more aware on this issue by sharing their problem with the adults.

Result of survey :-

Children preferred the action/adventure type of game with the used of attractive
visuals and font.

They also preferred mobile game that can give them good lessons, easy and simple to
be played.

The conclusion that can be drawn is that children need sufficient information
content that can educate them on child sexual abuse issue and they are preferred
on attractive but easy mobile game application.
CHAPTER 6:
RECOMMENDATION
This research is valuable for future researchers and future mobile game developers
who have intention in designing and developing a persuasive multimedia learning
technology in raising children awareness on child sexual abuse by using mobile game
application.

There are several important guidelines that can be followed by the future researchers
or future mobile game developer in order to design this mobile game application
based on children preferences.

This research also recommended to conduct further study on children psychology


before designing this mobile game regarding this issue.
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