网络家庭:提高儿童网络安全意识的家庭协作游戏

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-31 DOI:10.1016/j.entcom.2024.100826
Farzana Quayyum, Letizia Jaccheri
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引用次数: 0

摘要

父母的参与是影响孩子学习、行为和生活其他各个方面(包括网上互动)的重要因素。在要求家长对孩子的网络行为后果和整体健康负责的同时,我们往往忽视了能够有效支持家长与孩子互动和参与活动的手段的重要性和必要性。在本研究中,我们描述并评估了一款名为 "网络家庭 "的协作式家庭游戏,该游戏旨在促进亲子协作和家庭沟通,提高 9-12 岁儿童的网络安全意识。我们还介绍了两项用户研究的结果:一项是对 4 个亲子家庭进行的研究,以测试游戏的可行性;另一项是对 11 个亲子家庭进行的研究,重点是评估 "网络家庭 "的可用性。我们的研究结果得到了积极的反馈,并表明像 "网络家庭 "这样的协作式家庭游戏可以帮助父母参与到孩子的网上活动中,从而引发讨论,并为两个群体的协作式学习提供可能。我们建议未来的研究人员和设计人员在开发提高儿童网络安全意识的解决方案时,考虑并为父母提供一个积极的、参与性的角色,而不仅仅是让父母监督和控制儿童的在线访问和活动。
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CyberFamily: A collaborative family game to increase children’s cybersecurity awareness

Parental involvement is an essential factor that influences a child’s learning, behavior, and every other aspect of life, including online interactions. While holding parents responsible for the consequences of children’s online actions and overall well-being, we often overlook the importance of and need for means that can effectively support parents in interacting and engaging in activities with their children. In the present study, we describe and evaluate a collaborative family game called “CyberFamily” to facilitate parent–child collaboration and leverage family communication, intending to increase cybersecurity awareness among children aged 9–12. We also present the results of two user studies: one conducted with four parent–child dyads to test the feasibility of the game and a second user study conducted with 11 parent–child dyads focusing on evaluating the usability of CyberFamily. Our findings yielded positive feedback and showed that a collaborative family game like CyberFamily can help parents engage with their children’s online activities, leading to discussions and the potential for collaborative learning for both groups. We suggest that future researchers and designers consider and provide an active, engaging role for parents when developing solutions to raise cybersecurity awareness among children, rather than just having parents monitor and control children’s online access and activities.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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