2015
DOI: 10.33115/udg_bib/cp.v4i06.22082
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Happy onlife - A video game to support mediation on internet risks and opportunities

Abstract: Children and young people are very active users of digital technology from an early age. Recent research shows that children learn quickly from mirroring the behaviour of parents, of older siblings and peers. On the one hand, children have acquired independency and skills within the digital world; on the other, they lack reflective and critical thinking as well as awareness about opportunities and risks such as cyber-bullying or digital identity theft. Active adult's mediation would allow for the integration o… Show more

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Cited by 2 publications
(5 citation statements)
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“…Data collected from realworld deployment of Anti-Phishing Phil showed that it is effective for knowledge acquisition and knowledge retention [97]. Other works like A Day in the Life of the Jos [106], Happy Onlife [26], and Digital Passport [38] have been distributed by government and non-profit organizations. These were validated in the lab [106], based on feedback [26], or in small pilot and beta tests [38].…”
Section: Empirical Datamentioning
confidence: 99%
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“…Data collected from realworld deployment of Anti-Phishing Phil showed that it is effective for knowledge acquisition and knowledge retention [97]. Other works like A Day in the Life of the Jos [106], Happy Onlife [26], and Digital Passport [38] have been distributed by government and non-profit organizations. These were validated in the lab [106], based on feedback [26], or in small pilot and beta tests [38].…”
Section: Empirical Datamentioning
confidence: 99%
“…Other works like A Day in the Life of the Jos [106], Happy Onlife [26], and Digital Passport [38] have been distributed by government and non-profit organizations. These were validated in the lab [106], based on feedback [26], or in small pilot and beta tests [38].…”
Section: Empirical Datamentioning
confidence: 99%
See 2 more Smart Citations
“…Learning by video games has various benefits [8]: for instance, the motivation for learning is maintained; assignments can be given easily in accordance with the learner's understanding; and safe environments to enable users to learn by trial and error can be constructed. In the past decades, there are many games to learn cybersecurity (also known as serious game) [6], [28]- [36]. Users can learn how to attack and exploit vulnerabilities in a dynamic setting and how to react to the attacks by developing their countermeasures through games [6].…”
Section: A Design Of Games For Cybersecuritymentioning
confidence: 99%