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24 October 2024

Current State of Serious Games in Human Trafficking: Evaluation, Gaps, and Future Research Directions

,
and
1
Faculty of Computer Engineering, University of Isfahan, Isfahan 81746-73441, Iran
2
P3 Department of Electrical Engineering and Computer Science, York University, Toronto, ON M3J 1, Canada
*
Author to whom correspondence should be addressed.

Abstract

Addressing human trafficking is crucial due to its severe impact on human rights, dignity, and well-being. Serious games refer to digital games that are designed to entertain while also accomplishing at least one additional objective, such as learning or health promotion. Serious games play a significant role in raising awareness, training professionals, fostering empathy, and advocating for policy improvements related to human trafficking. In this study, we systematically examine and assess the current landscape of serious games addressing human trafficking to unveil the existing state, pinpoint gaps, and propose future research avenues. Our investigation encompassed academic publications, gray literature, and commercial games related to human trafficking. Furthermore, we conducted a thorough review of evaluation criteria and heuristics for the comprehensive assessment of serious games. Subsequently, incorporating these evaluation metrics and heuristics, the games were subjected to evaluation by both players and experts. Following a combined qualitative and quantitative analysis, the results were deliberated upon, and their implications were expounded. Five serious games related to human trafficking were identified and evaluated using the SGES and EGameFlow scales, along with both game-specific and serious game heuristics. Player and expert evaluations ranked “(Un)TRAFFICKED” and “Missing” as the best-performing games, while “SAFE Travel” received the lowest ratings. Players generally rated the games higher than experts, particularly in usability, feedback, and goal clarity, although the games scored poorly in audiovisual quality and relevance. Experts highlighted deficiencies in motivation, challenge, and learning outcomes. The lack of personalization and the absence of social gaming elements point to the need for more targeted human trafficking games adapted to different demographics, cultures, and player types.

1. Introduction

The terms trafficking in persons and human trafficking (HT) are often used interchangeably as umbrella terms to describe criminal activities where traffickers abuse and profit from adults or children [1]. Trafficking involves taking control and ownership of individuals, treating them as property. Those who participate, directly or indirectly, aim to exploit others for their own gain, whether through forced labor, the sexual exploitation of adults or children, the removal of organs, and domestic servitude [2,3].
In the United States, two main forms of trafficking are recognized: forced labor and sex trafficking. Forced labor involves exploiting someone’s services through force, fraud, or coercion. Domestic servitude is a type of forced labor where victims work in private residences, often in isolation. Forced child labor refers to schemes where traffickers compel children to work due to their vulnerability. Sex trafficking involves using force, fraud, or coercion to compel individuals into commercial sex acts, including exploiting children. Despite legal prohibitions and widespread condemnation, forms of slavery persist, such as the sale of children, forced child labor, and debt bondage [1].
Human trafficking is a pervasive and lucrative criminal activity worldwide. Based on some reports, human trafficking ranks as the third-largest criminal activity globally, following drug trafficking and counterfeiting [4]. Given the minimal expenses and substantial profits at stake, traffickers have a compelling motivation to persist in this abhorrent criminal activity [5].
Human trafficking generates an estimated annual global profit of $150 billion, victimizing around 25 million people worldwide [6]. According to the U.S. Department of Justice, a child is trafficked for sexual exploitation in the United States every two minutes [7].
Sexual exploitation is the most prevalent form of human trafficking, accounting for 79% of cases. The majority of victims of sexual exploitation are women and girls. Notably, in 30% of the countries that provided data on the gender of traffickers, women and girls constituted the largest group of traffickers. In certain regions, it is common for women to traffic other women [8]. The second most prevalent form of human trafficking is forced labor, representing 18% of cases, though this figure may be underestimated due to underreporting compared to trafficking for sexual exploitation. Globally, nearly 20% of all trafficking victims are children; however, in some areas of Africa and the Mekong region, children constitute the majority of victims, reaching up to 100% in parts of West Africa [8].
The global approach to combating human trafficking revolves around the “3P” paradigm—prosecution, protection, and prevention. This framework is endorsed by the United States, as evident in international agreements such as the Palermo Protocol and domestic legislation such as the Trafficking Victims Protection Act of 2000. The U.S. Department of State’s Office to Monitor and Combat Trafficking in Persons (TIP Office) employs diplomatic and programmatic measures to promote the 3P paradigm worldwide. Additionally, a fourth “P” for partnership is recognized as a supplementary strategy to mobilize all segments of society in the fight against modern slavery [9].
Given its humanitarian implications, it is crucial to raise awareness and educate the public about human trafficking, not only to bridge the knowledge gap but, more importantly, to enhance the identification of victims and hold perpetrators accountable. Moreover, increased awareness can empower individuals to identify and report potential cases of human trafficking [5]. More importantly, it can lead to the early detection and education of potential victims, which can help them make informed decisions that can prevent them from being trafficked [10,11].
In particular, educational serious games hold prospects in tackling the scourge and prevalence of human trafficking, offering engaging tools that can raise widespread awareness and empower individuals. A serious game refers to a digital game designed to entertain while also accomplishing at least one additional objective, such as learning or health promotion. Although some equate serious games with educational games, digital games can serve “serious” purposes beyond learning. They can motivate individuals to exercise, be employed in medical treatment, or function as a marketing tool [12].
Serious games have become a promising educational method in diverse fields. For example, according to research conducted by Sharifzadeh et al. [13], serious games are increasingly used for health education. D’Errico et al. [14] investigate how playing a serious game impacts adolescents’ perception of risks in home, school, and work environments. Results showed that playing the game increased engagement, the internal locus of control, risk perception, and protective behavioral intentions. Engagement and internal locus of control also acted as predictors for the other outcomes, highlighting the game’s role in promoting safety and health awareness.
In the cybersecurity domain, most developed games focus on education, training, and raising awareness to enhance knowledge about cybersecurity [15]. For example, Phishy is an online serious game designed to train enterprise users in phishing awareness. It was shown that the Phishy game significantly enhances players’ ability to identify phishing links while also providing an enjoyable gaming experience [16]. Gounaridou and colleagues present the development of a traffic safety educational game in which players follow road rules as pedestrians or drivers. The study demonstrates that well-designed educational games can enhance engagement, improve traffic awareness, and foster social responsibility through experiential learning [17]. Additionally, serious games have been successfully applied in various educational fields, including science [18], circular economy [19], management [20], programming [21], cultural heritage [22], cognitive skill development [23], nursing education [24], etc.
In certain domains, more effort is needed to apply serious games to supplement traditional educational methods. For instance, while numerous apps assert to offer information on preventing child sexual abuse (CSA), the majority fall short on incorporating key features such as game-based learning or serious games for teaching children, involving parents in the education process, and providing age- and gender-specific education. The most effective methods for teaching children about sexual abuse prevention involve game-based approaches like gamification, game-based learning, and serious games [25].
Utilizing online games as a tool to raise awareness is an innovative approach. This method proves beneficial in educating individuals, particularly children and teenagers, about the intricacies of human trafficking in an interactive way. Through engaging in interactive games, users can familiarize themselves with various aspects and stages of human trafficking, ranging from recruitment, exploitation, and escape from trafficking rings to recovery, social reintegration, and the challenges faced in exercising the rights of trafficking victims. Employing video games becomes especially impactful when educating a younger audience about the realities of human trafficking [5].
In this research, to bridge the gap in the extant literature, we thoroughly investigated and evaluated existing serious games related to human trafficking to illuminate the current state of the art, identify gaps, and suggest future research directions. Specifically, we conducted an investigation into academic publications, gray literature, and commercial games related to human trafficking. Additionally, a comprehensive review of evaluation criteria and heuristics for assessing serious games was undertaken. After reviewing and incorporating evaluation metrics and heuristics, the games underwent evaluation by both players and experts. Following both qualitative and quantitative analyses, the results are discussed, and their implications are presented.
The research questions addressed in this paper are as follows:
  • RQ1: What is the current state of publications on serious games relating to human trafficking?
  • RQ2: How can existing human trafficking games be evaluated?
  • RQ3: What are the outcomes and insights derived from the evaluation of serious games addressing human trafficking?
  • RQ4: What are the gaps in the current serious game landscape related to human trafficking?
  • RQ5: What future research directions should be explored to advance the field of serious games in the context of human trafficking?
The paper is organized as follows: Section 2 reviews and discusses academic publications related to human trafficking and serious games that address this issue. Additionally, this section provides a comprehensive exploration of serious game evaluation criteria and heuristics. Section 3 details the proposed game evaluation method, including the selection of human trafficking-related serious games, the determination of evaluation criteria, and the subsequent evaluation, examination, and analysis. Section 4 presents and discusses the results of both player-based and expert-based evaluations. Finally, Section 5 concludes the findings and outlines future research directions.

3. Method

To evaluate serious games about human trafficking, we followed the 4-step method depicted in Figure 1. In the first step, a list of serious games about human trafficking was prepared through an investigation of academic publications, a review of gray literature, and an exploration of related commercial games. In the next step, we selected serious game evaluation criteria based on metrics and heuristics that we thoroughly investigated. We determined player and expert evaluation criteria. Then, we conducted player-based and expert-based evaluations based on the selected criteria. Finally, we examined and analyzed the games quantitatively and qualitatively. In the following subsections, the evaluation steps are described in more detail.
Figure 1. Game evaluation method, proposed by the authors.

3.1. HT Serious Games Selection

To find candidate HT serious games, we investigated academic publishing platforms, gray literature, and game publishing platforms such as Google Play, Appstore, Steam, and itch.io. It is notable that Unlocked [39], BeyondABC [59], and The Trap [60] are currently unavailable to the public. Dark Shadow [61] is still in development and has not been released to the public. After exploring games related to human trafficking that are currently available, we identified five prominent titles, as listed in Table 2. These games are accessible on platforms such as Google Play, the App Store, Steam, and other relevant websites. Figure 2 presents screenshots of the selected games.
Table 2. HT serious game specification.
Figure 2. Game screenshots.

3.2. Determining Evaluation Criteria

3.2.1. Player-Based Evaluation Criteria

In response to RQ2, to evaluate the games by players, after a thorough investigation of current metrics and scales, we integrated the EGameFlow [44] (56 items) and SGES [45] (53 items) scales. To accomplish this, we conducted a brainstorming session and compared the factors of the two scales. Upon reviewing the items of each factor, we found that some factors are common, with only variations in their names. For example, “immersion and presence” and “perceived learning effectiveness and knowledge improvement” are essentially the same.
As each player needs to evaluate 5 games, we aimed to streamline the scale by setting one item for each factor, combining related items based on the suggestions of three experts. Additionally, we excluded “perceived adequacy of the learning material” since the games under evaluation do not contain pedagogical materials and exercises. The “social interaction” factor was removed because there is no interaction between players during the evaluation of the games. Table 3 presents the 13 selected factors for evaluating serious games.
Table 3. Selected serious game evaluation factors.
The final player-based evaluation 5-point Likert scale is displayed in Table 4, where PFi stands for the ith player factor. Players also provided comments about the games in a free-text format.
Table 4. Player-based evaluation factors.

3.2.2. Expert-Based Evaluation Criteria

In response to RQ2, after thoroughly investigating serious game evaluation heuristics, we applied both serious and game-specific heuristics based on the research conducted by Polona et al. [42]. For the game-related aspect, we utilized Video Game Heuristics by Hochleitner et al. [50] because these heuristics are more comprehensive. Regarding the serious aspect, we applied all heuristics from Polona et al. [42], with the exception of the “quality” heuristic. This omission stems from our decision not to evaluate the games solely based on awards, ratings, and proof of effectiveness and sustainable effects. Instead, we opted to employ experts for the evaluation process. We included “regarding achieving serious goal” expression in both progress feedback and reward factors for added clarity (See Table 5).
Table 5. Expert-based evaluation factors (game part).
For each game, the experts were requested to rate a total of 18 heuristics (displayed in Table 5 and Table 6, where EFi stands for the ith expert factor) using a 5-point Likert scale and considering the details of each heuristic. Additionally, the experts were encouraged to provide comments about the games in a free-text format.
Table 6. Expert-based evaluation factors (serious part).

3.3. Evaluation

3.3.1. Player-Based Evaluation Procedure

Before the study began, the participants were given a survey that described the study’s objectives and procedures. After agreeing to participate, they proceeded to the experiment. In total, five participants at a time played the games independently in the lab, each progressing at their own pace. Participants were first provided with tablets and asked to read the consent form, which introduced and provided an overview of the study. They were informed that the experiment aimed to evaluate the usability and effectiveness of five serious games focused on human trafficking. They also received the lead investigators’ contact information in case they had any questions about the research. After reviewing this information, participants were asked to decide whether to give their consent to participate. All participants consented.
Those who consented played a portion of each of the five games and answered the same questionnaire for each game. Participants played only part of each game because some games required several hours to complete. The questionnaire included questions listed in Table 4, which participants answered using a 5-point Likert scale ranging from “strongly disagree—1” to “strongly agree—5.” Additionally, participants recorded the start and end times for each game played. This information was used to calculate the time each participant spent playing each game in minutes.
The study, which evaluated five serious games on human trafficking, received approval from the second author’s university ethics board. After approval, the study was announced on a course learning management system, allowing students to sign up for participation.

3.3.2. Expert-Based Evaluation Procedure

The experts were recruited through a targeted selection process based on their extensive experience in human–computer interaction (HCI), user experience (UX), and serious game expertise. We identified five candidates with strong backgrounds in these areas, focusing on those with published work or significant industry roles related to game design and evaluation. We reached out to these candidates via email and direct calls. Two of them accepted the invitation to collaborate, providing informed evaluations to ensure the credibility and reliability of our study. Initially, the evaluation criteria were explained to experts during an in-person meeting. Following this, they were asked to play the games and complete surveys provided via Google Forms. The experts were instructed to rate each game according to the evaluation heuristics outlined in Table 5 and Table 6 using a 5-point Likert scale. Links to the questionnaires were sent to the experts, and they were asked to submit their responses.

3.4. Examine and Analyze

To undertake quantitative analysis, we utilized repeated measures ANOVA to assess whether there were significant differences in the mean ratings of the players across the five serious games. We additionally utilized ANOVA to examine whether there were significant differences in mean ratings corresponding to player-based evaluation factors across the various serious games. If the means exhibited significant differences, we conducted post-hoc analysis with a Bonferroni adjustment to determine which pair of games displayed significant distinctions. To present the true interval value of the mean rating produced by players for the games, we utilized a 0.95 confidence interval. In the case of expert evaluation, correlation analysis was employed to measure the agreement between experts’ evaluations. We applied IBM SPSS Statistics Version 27 to conduct quantitative analysis.
In examining the data, we applied Braun and Clarke’s 6-step approach to thematic analysis [62,63]. The process involves the following stages: familiarization, coding, theme development, reviewing themes, defining and naming themes, and writing up the themes. We initiated the analysis of open-ended questions through an inductive approach using semantic coding. Subsequently, we organized codes into categories and identified overarching themes across these categories. A member of the research team coded the data and engaged in discussions about themes and interpretations with another author during several meetings. We performed thematic analysis on the open-ended responses from both players and experts.

4. Results

4.1. Player-Based Evaluation Results

In the fall term of 2023, thirty-one students enrolled in a 300-level human–computer interaction (HCI) course at a Canadian university were recruited to participate in a study. This opportunity allowed them to experience a usability study from a participant’s perspective, complementing their course requirement to conduct usability studies. As a token of appreciation, participants received a 2.5-mark bonus. The participants ranged in age from 15 to 30 and included 25 males and six females. In terms of ethnicity, 16 identified as Asian, 5 as Middle Eastern or North African, 3 as White, and 5 chose not to disclose their ethnicity. The research was approved by York University’s Research Ethics Review Committee.
Figure 3 illustrates the mean ratings and confidence intervals of serious games addressing human trafficking (HT). The highest mean rating is associated with (UN)TRAFFICKED, while Safe Travel has the lowest mean rating. The results for ACT, Missing, and BAN demonstrate comparable mean ratings. Figure 4 displays mean player ratings corresponding to each factor across HT games. The mean values for immersion, audiovisual adequacy, realism, personal interests, and challenge are below 3.5, indicating that the games perform poorly in these factors and there is an opportunity to improve these features of serious games addressing human trafficking. The low value for personal interest suggests that players have little interest in human trafficking information, emphasizing the importance of raising awareness and fostering interest in the subject. The mean values for enjoyment, motivation, narration/storyline, usefulness, and autonomy range between 3.56 and 3.96, indicating moderate ratings for the games in these factors, highlighting opportunities for enhancement. Finally, the mean values for ease of use, feedback, and goal clarity are above 4, signifying the strength of the games in these particular factors.
Figure 3. Mean player ratings of the HT games.
Figure 4. Mean player ratings corresponding to each factor across HT games.
Figure 5 depicts the mean ratings associated with each factor for human trafficking (HT) games, and Table 6 presents the top- and bottom-performing games associated with each factor (numbers in parentheses represent the mean ratings). Concerning PF1 to PF7 and PF10 to PF12, (UN)TRAFFICKED outperforms the other games. The top-performing games for PF8, PF9, and PF13 are Missing, ACT, and Safe Travel, respectively. Regarding player-based evaluation, we can infer that (UN)TRAFFICKED is the best-performing game, while Safe Travel is the least favored. Table 7 highlights the highest- and lowest-performing games for each factor.
Figure 5. Mean player ratings associated with each factor.
Table 7. The top- and bottom-performing games associated with each factor.
We conducted repeated measures ANOVA to compare the players’ game ratings and PF1–PF13 values. Regarding games’ ratings, PF1, and PF3–PF13, the assumption of sphericity was met, and therefore, no correction was applied to the degrees of freedom.
A repeated measures ANOVA determined that mean ratings differed statistically significantly between the games (F(4, 120) = 2.751, p < 0.031). Post-hoc analysis with a Bonferroni adjustment revealed that the mean game rating was statistically significantly decreased from (UN)TRAFFICKED to Safe Travel 0.538 (95% CI, p < 0.029). Table 8, Table 9 and Table 10 show the details of ANOVA tests for comparing mean ratings of the games.
Table 8. Mauchly’s test of sphericity a.
Table 9. Tests of within-subject effects.
Table 10. Pairwise comparisons.
To avoid overwhelming the readers, we provide a summary of the results.
  • A repeated measures ANOVA determined that mean Enjoyment differed statistically significantly between the games (F(4, 116) = 3.565, p < 0.009). Post-hoc analysis with a Bonferroni adjustment revealed that the mean of Enjoyment statistically significantly decreased from (UN)TRAFFICKED to Safe Travel by 0.80 (95% CI, p < 0.021).
  • A repeated measures ANOVA determined that mean Immersion differed statistically significantly between the games (F(4, 120) = 3.126, p < 0.017). Post-hoc analysis with a Bonferroni adjustment revealed that the mean of Immersion statistically significantly decreased from (UN)TRAFFICKED to Safe Travel by 1.0 (95% CI, p < 0.023).
  • A repeated measures ANOVA determined that mean Feedback differed statistically significantly between the games (F(4, 120) = 3.328, p < 0.013). Post-hoc analysis with a Bonferroni adjustment revealed that the mean of Feedback statistically significantly decreased from (UN)TRAFFICKED to Missing by 0.774 (95% CI, p < 0.009).
  • A repeated measures ANOVA determined that mean Narration/storyline differed statistically significantly between the games (F(4, 120) = 3.403, p < 0.011). Post-hoc analysis with a Bonferroni adjustment revealed that the mean of Narration/storyline statistically significantly decreased from (UN)TRAFFICKED to Safe Travel by 0.968 (95% CI, p < 0.010).
  • A repeated measures ANOVA determined that mean Audiovisual adequacy differed statistically significantly between the games (F(4, 120) = 7.128, p < 0.001). Post-hoc analysis with a Bonferroni adjustment revealed that the mean of Audiovisual adequacy statistically significantly decreased from Missing to BAN by 1.226 (95% CI, p < 0.001), and from Missing to Safe Travel by 1.194 (95% CI, p < 0.001).
  • A repeated measures ANOVA determined that mean Challenge differed statistically significantly between the games (F(4, 120) = 5.892, p < 0.001). Post-hoc analysis with a Bonferroni adjustment revealed that the mean of Challenge statistically significantly decreased from (UN)TRAFFICKED to Missing by 0.903 (95% CI, p < 0.005) and from Missing to BAN by 0.806 (95% CI, p < 0.024).
Table 11 outlines the results of thematic analysis based on players’ comments.
Table 11. Thematic analysis results of players’ comments.

4.2. Expert-Based Evaluation Results

Table 12 depicts the results of the correlation analysis conducted on expert ratings. A Pearson correlation of 0.849 indicates a strong correlation between experts’ evaluations. The correlation is significant at the 0.01 level.
Table 12. Correlation analysis of experts’ evaluation.
Figure 6 illustrates the expert ratings corresponding to serious games addressing human trafficking (HT). The highest mean rating is associated with Missing, while Safe Travel has the lowest mean rating. The mean scores of ACT, BAN, and Safe Travel are below 3.0, indicating poor performance of the games according to expert opinion. Figure 7 displays mean expert ratings corresponding to each factor across the HT games. The mean values for goal, motivation, challenge, learning, control, interaction, customization, progress feedback, and reward are below 3.0, indicating that the games perform poorly in these factors. The mean value for serious goal indispensability is above 4, signifying the strength of the games in the indispensability of the serious goal. Regarding consistency, story, feedback, visual appearance, user interface, serious goal focus, clear goal, and content correctness, the mean values range from 3.1 to 3.6, indicating moderate ratings for the games in these areas and highlighting opportunities for improvement. Figure 8 depicts the experts’ mean ratings associated with each factor for human trafficking (HT) games. Table 13 summarizes expert evaluation comments.
Figure 6. Expert ratings of the HT games.
Figure 7. Mean expert ratings corresponding to each factor across HT games.
Figure 8. Mean expert ratings associated with each factor.
Table 13. Summary of expert evaluation comments.

4.3. Discussion

In response to RQ3, based on player and expert evaluations, “(UN)TRAFFICKED” and “Missing” were identified as the best games, respectively. Conversely, “SAFE Travel” was rated the worst by both players and experts. The mean ratings for all games were 3.61 for players and 2.73 for experts, indicating that players rated the games higher than experts did.
According to player evaluations, the games performed well in terms of usability, feedback, and the clarity and usefulness of perceived goals. However, they scored poorly on audiovisual adequacy, realism, relevance to personal interests, and challenge. The low rating for relevance to personal interests suggests that players have limited interest in information about human trafficking, underscoring the need to raise awareness and foster interest in the subject. The thematic analysis of player feedback highlighted issues such as low control, boredom, and low engagement as recurring themes.
From the expert perspective, the games received high ratings only for the indispensability of the serious goal. They were rated very low in areas such as goals, motivation, challenge, learning, control, interaction, customization, appropriate feedback on progress, and appropriate reward.
In response to RQ4, the lack of personalization and customization is evident in HT games, which could be tailored to individual player characteristics to improve effectiveness and user experience. Incorporating social game elements, such as inviting friends and multiplayer options, is vital for raising awareness about human trafficking and enhancing the player experience. Currently, these social game mechanics are absent from HT games. Additionally, it is crucial to develop HT serious games specifically designed for various demographics, including children, adolescents, males, females, parents, therapists, and law enforcement personnel.
Many of the games reviewed suffer from a lack of essential game mechanics. Players often have minimal control over the game, which undermines the interactive experience. The learning effectiveness of these games is questioned, with the impact being described as short term. The games fail to assess or reinforce the learning outcomes, which hinders the long-term retention of HT concepts. Furthermore, the educational content is often incomplete, focusing narrowly on human trafficking signs and outcomes without covering prevention, detection, therapy, or rescue. The games are criticized for their weak visuals and lack of sound effects or background music, which detracts from the immersive experience. Some games are so visually and audibly bland that they are compared to slideshows, failing to engage players on a sensory level.
There is a noticeable absence of reward systems or feedback mechanisms that could reinforce learning and motivate players. The unclear consequences of player choices and the lack of immediate feedback further reduce the effectiveness of these games in educating players about human trafficking. The overall user experience is described as poor, with several games failing to engage or interest the players. The combination of limited interactivity, slow pacing, and a lack of game elements like points, challenges, and badges contributes to this negative assessment.
In response to RQ5, to improve the effectiveness of serious games in combating human trafficking, several avenues for future work are proposed.
The future development of serious games should prioritize incorporating realistic scenarios and narratives that resonate with players, thereby increasing engagement and relevance. Personalization based on player preferences and characteristics, such as personality, culture, and player type, using models like the Hexad Player Type Model [64], can significantly enhance both the gaming experience and its educational impact. Adding social features, such as multiplayer modes and options to invite friends, can boost player interaction and expand the games’ reach and effectiveness.
Additionally, developing games tailored to specific demographics—such as children, adolescents, men, women, parents, therapists, and law enforcement personnel—can improve the games’ relevance and efficacy in educating diverse audiences. Efforts must also focus on raising awareness about human trafficking to enhance players’ intrinsic interest and the perceived relevance of these games.

5. Conclusions and Future Work

This study assessed serious games designed to address the critical issue of human trafficking. We conducted a comprehensive investigation of both academic and gray literature to explore the landscape of HT serious games thoroughly. In addition, we examined player and expert evaluation criteria and proposed optimal evaluation metrics for these games. Our method, which combines player and expert evaluations, could be applied to assess other serious games.
In this study, we explored five key research questions related to serious games and human trafficking. First, we examined the current state of publications on serious games addressing human trafficking (RQ1). Next, we investigated how existing human trafficking games can be effectively evaluated (RQ2). We also analyzed the outcomes and insights derived from these evaluations (RQ3). Additionally, we identified gaps in the current serious game landscape related to human trafficking (RQ4). Finally, we proposed future research directions to advance the field of serious games in this context (RQ5).
Our study has highlighted a scarcity of academic publications on serious games related to human trafficking, with only five publications identified. This indicates a need for more research and development in this field. Existing human trafficking games lack thorough evaluation, particularly in applying user-centered design and comprehensive evaluation metrics. Serious games should be evaluated based on both their educational and entertainment components.
Quantitative and qualitative assessments were conducted using both player and expert participants, allowing us to identify the strengths and weaknesses of current game offerings. Notably, the game “(Un)TRAFFICKED” was preferred by players, while “Missing” was favored by experts, highlighting differences in evaluation criteria between these groups. Despite these differences, both groups agreed that “SAFE Travel” was the least effective game.
Players generally rated the games higher than experts, suggesting that while games are user-friendly and offer clear goals, they fall short in terms of realism, relevance, and challenge. The discrepancy highlights a critical gap between engaging gameplay and educational efficacy. Furthermore, the thematic analysis of players’ comments revealed recurring issues such as a lack of control, low engagement, and uninteresting gameplay.
Experts rated the games highly only in terms of goal indispensability, with significant criticism directed at the games’ ability to motivate, challenge, and educate. The lack of personalization and customization was a significant drawback, indicating that serious games need to be more adaptive to individual player needs and preferences.
The future development of serious games should focus on creating realistic scenarios and narratives to increase player engagement and relevance. Developing personalized serious games about human trafficking based on player type, culture, personality, and dominant persuasive strategies can enhance the gaming experience and educational effectiveness. Adding social elements such as multiplayer modes can improve interaction and broaden the game’s impact. Moreover, designing games for specific groups—like children, adolescents, adults, parents, therapists, and law enforcement—can boost their effectiveness in educating varied audiences. Efforts should also aim to raise awareness about human trafficking to heighten players’ interest and the perceived importance of these games.
This study has several limitations. The evaluation of games was based on partial gameplay rather than full engagement, which may have influenced the results. Engaging players in the full game could provide more comprehensive insights into user experience, motivation, and learning outcomes. Additionally, the sample size for player and expert evaluations may not fully represent the diverse demographics intended for these games. Future studies should consider longitudinal evaluations and larger, more diverse participant groups to obtain more generalizable findings.
Some of the survey questions that operationalized the user experience variables were double-barreled. This might have impacted participants’ responses, as some participants might agree to one part of a question to a certain extent but not to the other part. This must have made it difficult for the participants to decide and settle on a specific rating for the double-barreled questions. In future work, we plan to eliminate the double-barreled questions by streamlining and refining them to increase the reliability of participants’ responses.

Author Contributions

Conceptualization, F.N. and K.O.; methodology, F.N. and K.O.; validation, F.N., K.F. and K.O.; investigation, K.F. and K.O.; data curation, F.N.; data analysis, F.N., K.F. and K.O.; writing—original draft preparation, F.N.; writing—review and editing, F.N. and K.O.; visualization, F.N.; supervision, K.O. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Institutional Review Board Statement

The research was approved by York University’s Research Ethics Review Committee.

Data Availability Statement

The data presented in this study are available on request from the corresponding author due to ethical reasons.

Conflicts of Interest

The authors have no competing interests to declare.

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