Related Experiment Video
Updated: May 2, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Examining key design decisions involved in developing a serious game for child sexual abuse prevention
Colleen Stieler-Hunt1, Christian M Jones1, Ben Rolfe1
1Faculty of Arts and Business, Engage Research Cluster, School of Social Sciences, University of the Sunshine Coast Sippy Downs, QLD, Australia.
Abstract:
This paper presents a case study of the key decisions made in the design of Orbit, a child sexual abuse prevention computer game targeted at school students between 8 and 10 years of age. Key decisions include providing supported delivery for the target age group, featuring adults in the program, not over-sanitizing game content, having a focus on building healthy self-concept of players, making the game engaging and relatable for all players and evaluating the program. This case study has implications for the design of Serious Games more generally, including that research should underpin game design decisions, game designers should consider ways of bridging the game to real life, the learning that arises from the game should go beyond rote-learning, designers should consider how the player can make the game-world their own and comprehensive evaluations of Serious Games should be undertaken.
Related Concept Videos
Group Design
Social Foundations of Self I: Play and Game
Design Consideration
The factor of safety is another key...
Design Example: Designing Water Slide
Bernoulli's principle determines the water's velocity along the slide....

