http://research.usc.edu.au/vital/access/manager/Index ${session.getAttribute("locale")} 5 Designing Gamified Apps for Sustainable Consumption: A Field Study http://research.usc.edu.au/vital/access/manager/Repository/usc:27285 Wed 18 Dec 2019 13:47:49 AEST ]]> How does serious m-game technology encourage low-income households to perform socially-responsible behaviours? http://research.usc.edu.au/vital/access/manager/Repository/usc:21017 Wed 14 Mar 2018 15:39:42 AEST ]]> Advancing the use of Digital Game-Play in Primary and Secondary School Classrooms to Establish Supportive and Engaging Classroom Learning Environments http://research.usc.edu.au/vital/access/manager/Repository/usc:20990 Wed 12 Jul 2017 11:33:11 AEST ]]> Orbit http://research.usc.edu.au/vital/access/manager/Repository/usc:13113 $180,000 for each child that is abused. The Australian Bureau of Criminal Intelligence conservatively estimates 40,000 Australian children are sexually abused each year. That’s $7.2 billion AUD worth of damage. Concern about the magnitude of child abuse in Australia lead the Prime Minister to announce a national inquiry (Australian Government, 2012). This concern highlighted the need for a child protection initiative that supports both professional training for those responsible for children and prevention programs for children themselves. Objectives: Orbit helps children develop knowledge and practical skills to protect themselves from sexual abuse and to disclose abuse. Evaluations have shown that Orbit helps children: • develop an age appropriate understanding of sexual abuse, • recognise that sexual abuse is illegal, and not their fault, • understand that if they are being sexually abused, they need to tell all of the adults in their support network. Orbit is different than other programs and looks more deeply at the barriers to telling including overcoming the influence of the abuser(s) and their power, and fears about what will happen if they tell. Orbits also enables children to learn in a safe environment that most perpetrators of sexual abuse are close family. Evidence of impact: Orbit’s success is 1) a reduction in instances of CSA and 2) an increase in the number of substantiated disclosures. Orbit is now the key resource in the Australian Child Protection Curriculum. To date Orbit has been included in the software installer for all computers in all Education Queensland schools and will be rolled out across other States and Territories in 2014. Real world play: Orbit is set on a spaceship and crew are aliens to remove any possibility that children may associate abusers with human attributes, such as facial hair. The game mechanics are designed to cover all of key CSA protection principles whilst the storyline shows that perpetrators use tactics such as being nice to create barriers to telling. Whilst playing Orbit, the child creates their own ‘real-life’ trusted adult network and what they ‘need to tell’ them. The games are designed to allow children and their trusted adults to play side by side, to solve problems together and improve their communication and trust ahead of any potential disclosure.]]> Wed 12 Feb 2020 13:57:43 AEST ]]> Exergames for the elderly: Towards an embedded Kinect-based clinical test of falls risk http://research.usc.edu.au/vital/access/manager/Repository/usc:16926 Tue 08 Mar 2016 11:30:46 AEST ]]> Growing Community Partnerships Through Shared Success http://research.usc.edu.au/vital/access/manager/Repository/usc:6512 Thu 20 Jun 2019 13:42:44 AEST ]]> Examining key design decisions involved in developing a serious game for child sexual abuse prevention http://research.usc.edu.au/vital/access/manager/Repository/usc:12099 Thu 20 Jun 2019 13:42:37 AEST ]]> ReadAct - Alternate Reality, Serious Games for Reading-Acting to Engage Population and Schools on Social Challenges http://research.usc.edu.au/vital/access/manager/Repository/usc:25901 Thu 17 May 2018 10:28:49 AEST ]]> Planning as Play – Scenarios for the Sunshine Coast http://research.usc.edu.au/vital/access/manager/Repository/usc:18416 Thu 17 Jan 2019 11:51:48 AEST ]]> Gaming Attribute Preferences in Social Marketing Programs: Meaning Matters More than Rewards http://research.usc.edu.au/vital/access/manager/Repository/usc:24800 Thu 06 Jun 2019 16:07:40 AEST ]]> Growing Community Partnerships Through Shared Success http://research.usc.edu.au/vital/access/manager/Repository/usc:6511 Fri 30 Aug 2019 16:19:46 AEST ]]> Transformative value and the role of involvement in gamification and serious games for well-being http://research.usc.edu.au/vital/access/manager/Repository/usc:30180 Fri 20 Dec 2019 12:56:00 AEST ]]> Playing to Investigate the Relationship Between Achievement and the Perception of learning http://research.usc.edu.au/vital/access/manager/Repository/usc:25787 Fri 18 May 2018 09:25:09 AEST ]]> Playing Property – designing serious games to enhance the learning experience for undergraduate property students in Australia http://research.usc.edu.au/vital/access/manager/Repository/usc:17315 Fri 17 Nov 2017 11:22:57 AEST ]]> Gamification and serious games within the domain of domestic energy consumption: A systematic review http://research.usc.edu.au/vital/access/manager/Repository/usc:21876 Fri 17 Feb 2017 13:35:22 AEST ]]> Cognitive behavioral game design: a unified model for designing serious games http://research.usc.edu.au/vital/access/manager/Repository/usc:11986 Fri 08 Apr 2016 08:24:59 AEST ]]> Experiencing university through playing property http://research.usc.edu.au/vital/access/manager/Repository/usc:20465 Fri 05 Jan 2018 08:49:19 AEST ]]> Designing gamified transformative and social marketing services: An investigation of serious m-games http://research.usc.edu.au/vital/access/manager/Repository/usc:24318 Fri 02 Feb 2018 09:59:01 AEST ]]>