Gamification, defined as the use of game elements in non-game situations to enhance engagement and motivation, has become a popular strategy in education, known for its ability to boost motivation and enhance learning outcomes. While this approach has shown promise in various educational contexts, its application to sensitive topics, such as child sexual abuse (CSA) prevention, remains relatively unexplored.
While gamification can boost engagement and motivation, it also carries risks, such as trivializing serious topics or distracting from core content. To explore these risks, an in-depth investigation was conducted within the CESAGRAM project into the use of gamification mechanisms in CSA education. This research combined a comprehensive literature review with a survey of 74 professionals from Greece, Italy, and Lithuania.
Key Survey Findings
The survey revealed that only a small portion of respondents actively incorporate games into their educational practices, with just 6% using digital games and 3% relying on non-digital formats. While a larger group utilizes digital (25%) and non-digital (30%) games for related topics, such as cyberbullying or online safety, these methods are rarely employed specifically for CSA prevention (Figure 1).
When it comes to perceptions of gamification in CSA prevention, opinions are mixed. Nearly half (47%) view it as a beneficial tool, while 34% see it as somewhat helpful but with notable limitations. Another 18% remain undecided, and a very small percentage (1%) consider it inappropriate for such serious issues.
Despite these mixed views, many recognize the potential benefits of gamification. A significant 61% believe it can encourage behavioral change and aid in skill development, while 60% think it can boost engagement and improve understanding. Additionally, 46% see gamification as providing a safe space for reporting sensitive issues.
In terms of effective applications (Figure 2), 69% of respondents support the use of team-based activities, and 50% endorse rewards and incentives to foster collaboration. Meanwhile, 38% believe that positive competition can also be a valuable tool in reinforcing learning outcomes.
However, there are concerns about the risks. More than half (58%) worry that gamification could trivialize serious topics like CSA, 41% are concerned it might introduce distractions, and 24% fear it could reduce focus on essential content.
Interestingly, the risk of trivializing the topic was more pronounced among teachers (79%) compared to frontline professionals (43%) and educators (31%).
Figure 1. Reported experiences with playful activities by CSA prevention professionals
Figure 2. Opportunities and limitations of gamification as reported
by CSA prevention professionals
CesagramVille: A Gamified Platform for CSA Prevention
Based on these insights, a digital gamification platform called CesagramVille, featuring activities focused on CSA prevention, was developed as part of the project (Figure 3). The platform incorporates various game elements (e.g., virtual points, badges, missions, avatars, and virtual goods) to promote children’s engagement and provide instant feedback and a sense of progress in CSA knowledge and awareness. Additionally, parents are actively involved in the platform through dedicated activities and game mechanics, fostering collaboration between children and their families.
CesagramVille is currently being tested in Lithuania, Greece, and Italy. Early feedback from 150 young people (ages 12-15) and 50 adults (educators, professionals, and parents) has been positive, showing increased knowledge of CSA topics.
Figure 3. Screenshot of the CESAGRAM digital platform interface
Looking AheadFor more detailed information, please refer to our paper “Gamification Strategies for Child Protection: Best Practices for Applying Digital Gamification in Child Sexual Abuse Prevention” presented at the ACM Interaction Design and Children (IDC) Conference. Stay tuned for the full results of our pilot studies in the coming months as we continue to explore the potential of gamification in this sensitive but crucial area of education.