“Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education
Abstract
1. Introduction
2. Background
2.1. Consent
2.2. Serious Games and Virtual Reality
2.3. Serious Games Tackling Consent Education
3. Design
3.1. Ethical Considerations and Allegorical Abstraction
3.2. Case By Case’s Elemental Tetrad
3.2.1. Story and Scenario Design
- Assumption of continued consent: In the first case, the accused assumes that they are allowed to use the victim’s bank account as they were previously allowed to do so without consulting them first.
- Revocation of consent: In the second case, the accused continues to use the accuser’s phone even after they are forbidden by the accuser from using it.
- Inability to consent: In the third case, the accuser is inebriated in a social setting and unable to stop the accused from taking their bracelet
- Victim-blaming and rape culture: Detective Jay will take on the role of an individual engaging in victim-blaming occasionally. When this happens, their opinion is supportive of the accused. In the third case, they will opine that the theft was the accuser’s fault due to their inebriated state (i.e., victim-blaming) and mention that the bracelet was bound to be taken since the accuser did not say ‘no’ (i.e., lack of explicit withdrawal of consent).
3.2.2. Mechanics
3.2.3. Aesthetics
3.2.4. Technology
4. Implementation
5. Study Design
5.1. Participants
5.2. Measures
5.3. Procedure
6. Results
6.1. Pre/Post-Hoc Questions
6.2. Game Feedback
6.3. Questions about Determination of Theft
7. Discussion
7.1. Study Results
7.2. Extensibility
8. Limitations and Future Work
8.1. Study Limitations
8.2. Character Choices
8.3. Scenarios
9. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Question | Response Category | Pre | Post | ||||||
---|---|---|---|---|---|---|---|---|---|
Total | M | F | NB/X | Total | M | F | NB/X | ||
Comfortable with topic of consent | Comf++ | 11 | 6 | 4 | 1 | 17 | 11 | 5 | 1 |
Comf+ | 11 | 8 | 3 | 0 | 5 | 4 | 0 | 1 | |
Neutral | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
Comf− | 0 | 0 | 0 | 0 | 1 | 0 | 1 | 0 | |
Comf−− | 1 | 1 | 0 | 0 | 1 | 0 | 1 | 0 | |
Can define victim-blaming | Yes++ | 13 | 6 | 6 | 1 | 19 | 11 | 7 | 1 |
Yes+ | 9 | 8 | 1 | 0 | 4 | 4 | 0 | 0 | |
Neutral | 2 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | |
No− | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | |
No−− | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Can identify non-consent situation | Comf++ | 7 | 3 | 3 | 1 | 13 | 7 | 5 | 1 |
Comf+ | 14 | 10 | 3 | 1 | 11 | 8 | 2 | 1 | |
Neutral | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | |
Comf− | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Comf−− | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Comfortable intervening in non-consent situation | Comf++ | 3 | 3 | 0 | 0 | 9 | 7 | 2 | 0 |
Comf+ | 11 | 6 | 4 | 1 | 11 | 6 | 4 | 1 | |
Neutral | 4 | 2 | 2 | 0 | 2 | 2 | 0 | 0 | |
Comf− | 6 | 4 | 1 | 1 | 2 | 0 | 1 | 1 | |
Comf−− | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Question | z | W | r | Significance |
---|---|---|---|---|
Comfortable with topic of consent | −0.89 | 15 | −0.3 | N.S. |
Can define victim-blaming | −1.89 | 4.5 | −0.67 | Sig. |
Can identify non-consent situation | −2.67 | 0 | −0.89 | Sig. |
Comfortable intervening in non-consent situation | −3.29 | 0 | −0.88 | Sig. |
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Aindow, A.M.; Baines, A.; Mccaffery, T.; O’Neill, S.; Salido, F.R.M.; Collyer-Hoar, G.; Limbert, G.; Rubegni, E.; Karnik, A. “Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education. Virtual Worlds 2024, 3, 354-367. https://doi.org/10.3390/virtualworlds3030019
Aindow AM, Baines A, Mccaffery T, O’Neill S, Salido FRM, Collyer-Hoar G, Limbert G, Rubegni E, Karnik A. “Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education. Virtual Worlds. 2024; 3(3):354-367. https://doi.org/10.3390/virtualworlds3030019
Chicago/Turabian StyleAindow, Autumn May, Alexander Baines, Toby Mccaffery, Sterling O’Neill, Frolynne Rose Martinez Salido, Gail Collyer-Hoar, George Limbert, Elisa Rubegni, and Abhijit Karnik. 2024. "“Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education" Virtual Worlds 3, no. 3: 354-367. https://doi.org/10.3390/virtualworlds3030019
APA StyleAindow, A. M., Baines, A., Mccaffery, T., O’Neill, S., Salido, F. R. M., Collyer-Hoar, G., Limbert, G., Rubegni, E., & Karnik, A. (2024). “Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education. Virtual Worlds, 3(3), 354-367. https://doi.org/10.3390/virtualworlds3030019