Abstract
AbstractThis article follows the journey of creating a digital preventative education programme for combating online child sexual exploitation and abuse (OCSEA) and child sex trafficking in Thailand and Cambodia. Created and rolled out over 2 years as part of the End Violence Against Children (EVAC) grant during the COVID-19 global pandemic, this article sets out how the programme was designed, with direct input from children and professionals, and underpinned by human rights and contextual safeguarding principles. It outlines how collaborative approaches between children, academia, expert NGO’s, and professionals have resulted in a thought-provoking digital programme (May and Bay) that sensitively tackles sexual grooming and promotes child safeguarding. The article highlights how the game focuses on the interplay between children’s choices online and the environmental constraints they face, with the lead characters May (aged 11) and Bay (aged 13) making ‘risky’ and ‘safe’ choices against interacting aspects of their social and digital environments. The game supports the development of digital competence among children and professionals by promoting awareness of online harms emanating from the interplay of technology with children’s micro, meso, and macro environments against a range of people whose interaction with them may be ‘safe’ or ‘unsafe’. It recognises children, peers, parents, carers, professionals responsible for safeguarding, media, legislators, and local non-governmental and international aid organisations as potential ‘attractors’ or ‘agents within the system’ whose combined efforts can change how child safeguarding systems respond.
Publisher
Springer Science and Business Media LLC
Reference81 articles.
1. Abirached, B., Zhang, Y, Aggarwal, J. K., Tamersoy, B., Fernandes, T., Miranda, J. C., & Orvalho, V. (2011). Improving communication skills of children with ASDs through interaction with virtual characters. 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH), Braga, Portugal, 1–4. https://doi.org/10.1109/SeGAH.2011.6165464
2. Alrehaili, E., Al Osman, A., & H. (2022). A virtual reality role-playing serious game for experiential learning. Interactive Learning Environments, 30(5), 922–935. https://doi.org/10.1080/10494820.2019.1703008
3. Archbold, L., Verdoodt, V., Gordon, F., & Clifford, D. (2021). Children’s privacy in lockdown: Intersections between privacy, participation and protection rights in a pandemic. Law, Technology and Humans, 3(1), 18–34. https://doi.org/10.5204/lthj.1803
4. ASEAN [Association of Southeast Asian Nations]. (2021). Plan of action to implement the ASEAN-United States strategic partnership. Retrieved December 13, 2022 from https://asean.org/asean2020/wp-content/uploads/2021/03/15.-ASEAN-US-Plan-of-Action-2021-2025-Final.pdf
5. Barlow, C., Kidd, A., Green, S. T., & Darby, B. (2021). Circles of analysis: A systemic model of child criminal exploitation. Journal of Children’s Services, 17(3), 158–174. https://doi.org/10.1108/JCS-04-2021-0016