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The Application of Persuasive Mobile

Game on Childrens Awareness of Child


Sexual Abuse in Malaysia
FATIMAH ZAHRA BINTI ROS AZMAN, NUR ATIKA ALIA BINTI M. ANUAR, IZATI NABILA BINTI MARZUKI & NUR AMIRA BINTI HANAFI

Precaution Being actively Children should be Begin with


1.1 INTRODUCTION 1.8 SIGNIFICANCES OF THE STUDY involved in a childs provided with accurate discussions slowly and
life can make warning information at an early clarify the childs
Becoming global issue in the current years.Children have been This study will create awareness and educate the Malaysians espe- signs of child sexual age, hence they can understanding of
abuse more obvious learn to avoid or stop words could be some
abused either in physically, emotionally, sexually, mistreatment or cially children about the child sexual abuse through the persuasive
and help the child sexual advances. precautions way that
being neglected. Child abuse occurs at every socioeconomic and effective platform like mobile game. Game helps this generation feel more Parents and teacher or should be taken from
level, across ethnic and cultural lines, within all religions and at all to be more motivated to learn actively as it provides interactively comfortable coming educator should teach children to avoid this
levels of education (Renk et al., 2002). sensational activities and attractive multimedia technology (Agarwal to you if something the children where the problem issue. It is
& Saha, 2011). isnt right. spot that they shouldnt because childrens
and what touches from concepts can be
Child sexual abuse a form of child abuse in which an adult people to them are very different from
abuses a child for sexual desires in any sexual activity (Children The awareness that commonly done by government and NGOs in bad. adults.
Act, 2001). In Malaysia, from the cases reported to Social Welfare Malaysia mostly only occur seasonally especially only after certain Precaution They need to join As usual we start the Problem-solving
cases occurred and most Malaysians are not reminded of this issue activities self-defense or martial activity by giving some games, story-telling
Department in 2008, 72% from 733 cases were incest cases
art classes such as talks to early ages. and role playing are
(UNICEF Malaysia, 2009). continuously.
taekwondo, karate do Story-telling ways to talk to
and the school also could help them to say children.
Awareness-raising is defined as a fully aware, well informed and Our study aimed to utilize the persuasive technology in mobile game provides classes of no, encourage them to
properly trained population is the best guarantee of safety and of in conveying the awareness message among children in order to martial art as a way to speak out and reach for
show our responsibility towards sexual abuse cases which are taken protect themselves help if this issue might
successful response to any disaster (United Nations Environment from becoming happened to them.
Program, 2006). Awareness-raising need an effective communi- lightly in Malaysia. victims of sexual
cation with the audience (Sayers, 2006).Awareness can be abuse.
enhanced by using appropriate mobile technology (Ijsselsteijin et
al., 2006). Considerable effort has gone into the exploration of
2.0 LITERATURE REVIEW Awareness I hope it can help
children awareness on
For sure, I really hope
that the mobile game
Children must have
interest to play this
this issue which is may attract the children game but it is a bit
technology to aid in changing a particular aspect of human
Persuasive Multimedia Learning Awareness sometimes occured to be aware about this worried if certain of
behavior in a predefined way. among of their issue since they could them do not really
Children sexual abuse in Malaysia is still underrated crime and yet the
parents. It may be learn several things from care what the
Persuasive technology which comprises persuasion and social focused victims who are children themselves are still ignorant in tough to make sure it function of the game
influence can be used to improve users attitudes and behaviour sexual abuse awareness that they lack of knowledge and guidelines that they can realize is really for.
(IJsselsteijn, Midden, Eggen & Van De Hoven, 2006; Fogg, 2009). to protect themselves. A previous studied by Azliza Othman and Wan this issue since it being
Ahmad Jaafar Wan Yahaya, (2012) focused on the feedback from done by their own
Mobile game is considered as one of persuasive technologies parents
which can endorse social interaction through competition that respondents regarding the implementation of Persuasive Multimedia
Learning Awareness in preventing child sexual abuse in Malaysia.
offers the system of rewards (Ramachandran & Canny, 2008). 4.0 FINDINGS
The media technology has played a significant role in deliver the
persuasive messages (Gullatt & Lemoine, 1997). However, the studies
1.2 PROBLEM STATEMENTS conducted on the use of persuasive technology and multimedia in
1 2 3
dealing with social problems is still limited.
Although prevention efforts have been aimed at youth, parents,
professionals, and the general public, the most common approach Lack of awareness in child sexual abuse among the children in
has been childfocused personal safety instruction typically occur- Malaysia still high and one of the effective ways to educate these
ring in schools (Kenny, 2010). Main prevention of child sexual abuse children is through persuasive multimedia technology such as mobile
game application.
Use of word in praise
Use of symbol in praise
Use of image in praise

is often seen as unachievable because of prevention efforts rarely


Cumulative
Frequency Percent Valid Percent Percent Cumulative
Cumulative
Valid Strongly Disagree 9 18.0 18.0 18.0 Frequency Percent Valid Percent Percent
Frequency Percent Valid Percent Percent
Disagree 21 42.0 42.0 60.0 Valid Disagree 11 22.0 22.0 22.0

receive the level of commitment and attention required for long-


Valid Neutral 4 8.0 8.0 8.0
Neutral 7 14.0 14.0 74.0 Neutral 10 20.0 20.0 42.0
Agree 27 54.0 54.0 62.0 Agree 26 52.0 52.0 94.0
Agree 10 20.0 20.0 94.0
Strongly Agree 3 6.0 6.0 100.0 Strongly Agree 19 38.0 38.0 100.0 Strongly Agree 3 6.0 6.0 100.0

term success (Lyles et al., 2009).


3.0 METHODOLOGY
Total 50 100.0 100.0 Total 50 100.0 100.0 Total 50 100.0 100.0

4 5 6
According to Azliza & Wan Ahmad Jaafar (2012), Malaysia govern-
STAGE QUALITATIVE QUANTITATIVE
ments and NGOs have done several attempts of prevention
programs to prevent child sexual abuse through mass media cam- Literature Review
Stage 1: Pilot study (Secondary data)
paigns but there is still insufficient amount of education programs (RO1 & RQ1) Interview (Primary data)
that utilize the multimedia and computer technology. They have
Mobile game that attractive and neat

NGOs and Welfare


Mobile game that give good lesson
use of compliment on success Cumulative
Cumulative
Cumulative Frequency Percent Valid Percent Percent Frequency Percent Valid Percent Percent

stated that it is important to educate children about child sexual


Frequency Percent Valid Percent Percent Valid Strongly Disagree 1 2.0 2.0 2.0
Valid Neutral 7 14.0 14.0 14.0

Organization on child
Valid Disagree 3 6.0 6.0 6.0 Disagree 5 10.0 10.0 12.0
Neutral 11 22.0 22.0 28.0 Neutral 17 34.0 34.0 46.0
Agree 28 56.0 56.0 70.0
Agree 25 50.0 50.0 78.0 Agree 17 34.0 34.0 80.0 Strongly Agree 15 30.0 30.0 100.0

abuse in order to enhance their awareness on personal safety and sexual abuse.
Strongly Agree 11 22.0 22.0 100.0 Strongly Agree 10 20.0 20.0 100.0
Total 50 100.0 100.0
Total 50 100.0 100.0 Total 50 100.0 100.0

7 8 9
to provide guidelines for the children when facing the critical situa-
tions. Survey
Stage 2: Survey (Questionnaires) on
Based on the findings research done by Azliza and Wan Ahmad (RO2 & RQ2) children preferences
towards visual
Jaafar (2012), it is proved that Persuasive Multimedia Learning will
contents of the game
be a significant approach to educate children about CSA and
Mobile game that use pretty font
Mobile game that colorful Mobile game that has attractive images
Cumulative
Cumulative

concept.
Cumulative
Frequency Percent Valid Percent Percent Frequency Percent Valid Percent Percent Frequency Percent Valid Percent Percent
Valid Disagree 3 6.0 6.0 6.0

enhance their awareness. Mobile game application can be a


Valid Disagree 2 4.0 4.0 4.0 Valid Disagree 5 10.0 10.0 10.0
Neutral 13 26.0 26.0 30.0 Neutral 14 28.0 28.0 34.0 Neutral 5 10.0 10.0 20.0
Agree 17 34.0 34.0 64.0 Agree 22 44.0 44.0 78.0 Agree 24 48.0 48.0 68.0
Strongly Agree 18 36.0 36.0 100.0 Strongly Agree 11 22.0 22.0 100.0 Strongly Agree 16 32.0 32.0 100.0

persuasive tool for children in educating them about this issue.


Total 50 100.0 100.0 Total 50 100.0 100.0 Total 50 100.0 100.0

10 11 12
The collected data
and information The collected data on
Stage 3: Result
regarding childrens children preferences
1.3 RESEARCH AIMS behavior and
acceptance towards
towards game design
contents will be used as
child sexual abuse will a recommendation
The aim of this research was to provide recommendations on the towards designing
Which of color theme would you mostly preferred for visual?

be used as suggestions
Mobile game that can learn something new Which of the following do you prefer the most from the use of color in a mobile game?
Cumulative
Cumulative Cumulative Frequency Percent Valid Percent Percent
Frequency Percent Valid Percent Percent
Frequency Percent Valid Percent Percent Valid Complementary 23 46.0 46.0 46.0

in designing persuasive persuasive mobile game


Valid Strongly Disagree 1 2.0 2.0 2.0

game design contents that appropriate in designing a persuasive


Analogous 6 12.0 12.0 58.0
Valid One color only 6 12.0 12.0 12.0
Disagree 12 24.0 24.0 26.0
Neutral 2 4.0 4.0 62.0
Neutral 15 30.0 30.0 56.0 Two colors 11 22.0 22.0 34.0
Warm 7 14.0 14.0 76.0

on child sexual abuse in


Agree 19 38.0 38.0 94.0 More than 2 colors 33 66.0 66.0 100.0 Cool 12 24.0 24.0 100.0

mobile game on child


Strongly Agree 3 6.0 6.0 100.0
Total 50 100.0 100.0 Total 50 100.0 100.0

mobile game application based on children preferences.


Total 50 100.0 100.0

sexual abuse in future. future. 13 14 15

Figure 1 Research Framework (Flow)


1.4 RESEARCH OBJECTIVES
SAMPLE:
Sample size: 50 respondents Which type of visual do you prefer for mobile game? Which of the following font style do you prefer for mobile game? What type of orientation would you like to play the game?

To determine the awareness level of child sexual abuse among


Cumulative
Cumulative
Cumulative

Purposive sampling total population sampling


Frequency Percent Valid Percent Percent
Frequency Percent Valid Percent Percent
Frequency Percent Valid Percent Percent Valid Serif 5 10.0 10.0 10.0
Valid Potrait 2 4.0 4.0 4.0

children through NGOs and child welfare organizations in Malay-


Valid 2D illustration 25 50.0 50.0 50.0 San Serif 18 36.0 36.0 46.0
Landscape 26 52.0 52.0 56.0
Script 3 6.0 6.0 52.0

Sample criteria involved a group of children who are can use


3D realistic 25 50.0 50.0 100.0
Decorative 24 48.0 48.0 100.0 Both 22 44.0 44.0 100.0
Total 50 100.0 100.0 Total 50 100.0 100.0 Total 50 100.0 100.0

sia. mobile devices within age range of 7-12 years old 16


To identify the selected game design elements in designing a
persuasive mobile game to raise childrens awareness on child Sampling location: Petaling, Selangor
sexual abuse. Petaling has the highest population in Selangor as stated by the
Department of Statistics Malaysia in 2015.

1.5 RESEARCH QUESTIONS PILOT STUDY: INTERVIEW


Which layout of interface do you preferred?

Frequency Percent Valid Percent


Cumulative
Percent
Valid Center 44 88.0 88.0 88.0

Right 5 10.0 10.0 98.0

To what extend is the level of awareness of child sexual abuse


Left 1 2.0 2.0 100.0

Total 50 100.0 100.0

THEME INTERVIEWEE 1 INTERVIEWEE 2 INTERVIEWEE 3


among children?
Reflexivity Several program Several programs Gave some talks
What are the selected game design elements in designing a per- collaborated with
several NGOs and the
focused on primary
schools and we did
about this issue to the
viewer 5.0 CONCLUSION
suasive mobile game to raise children awareness on child sexual government to give some games, and gave
abuse? some talks and talks to them about this Result from the interview showed that most of the respondents supported
posters info due to issue. The program also the effort of using mobile game in giving awareness to children on child
the issue were included poster and sexual abuse as long as the content can benefit them. This include
exposed to the advertisement precautions on how to protect themselves from this issues through self-
1.6 LIMITATIONS students. defense education, encourage them to be more aware on this issue by
sharing their problem with the adults and many more.
Target respondents Program Casting or P.S.A We did some P.S.A Advertisement also
Children between the aged of 7-12 years old Approach advertisement to advertisement to spread can be one of better
expose this issue not awareness regarding with way in giving Findings from the survey demonstrated that most of children preferred the
Sampling Location Petaling, Selangor only for children, but this issue collaborated exposure on action/adventure type of game with the used of attracttive visual and
Based on the Department of Social Welfare (JKM), statistics also a reminder for mass media and social awareness of child font. They also preferred mobile game that can give them good lessons,
revealed that Selangor stated the highest number of children people out there who network to deliver the sexual abuse. easy and simple to be played. The conclusion that can be drawn is that
witnessed the incident message children need sufficient information content that educate them on child
(1133) on need of care & protection for the year 2012 alone.
to address the
sexual abuse issue and they are interested on attractive but easy mobile
problem of child
game application.
1.7 DELIMITATIONS Design
sexual abuse.
Bit worried if they Really good if any It might be good
Technology might just play that game related to this plan if the game 6.0 RECOMMENDATION
game without issue could help this gave some ways
Races understand the situation. As long as this how to protect As a recommendation, this research is valuable for future researchers and
Included Malay, Chinese, Indian and etc message. The game game can behave the themselves from future mobile game developers who have intention in designing and
Genders characters also players, and give some being the sexual developing a persuasive multimedia learning technology in raising
should not be precaution how to abuses victim. I have children awareness on child sexual abuse by using mobile game applica-
Involved both female and male (mothers and fathers) too aggressive protect themselves from no problem with this tion. There are several important guidelines that need to be followed by
Religions so that it does not be a sexual victim. kind of game work
the future research or future mobile game developer in order to design
Included various religions in Malaysia affect the child's
mind. this mobile game application. This research also recommended to con-
duct further study on children psycology before designing this mobile
game regarding this issue.

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