🤖 AI Summary
The heightened immersion of virtual reality (VR) in the metaverse exacerbates online safety risks for children and adolescents. Method: This study designed and empirically evaluated CyberNinjas, a VR-based educational game targeting users aged 8–16, integrating multisensory interaction, contextualized tasks, and behavior-guidance mechanisms to embed cybersecurity knowledge within actionable, immersive gameplay. Contribution/Results: Diverging from conventional didactic approaches, this work is the first to systematically elucidate how specific game mechanics—such as real-time feedback, avatar-mediated agency, and risk simulation—facilitate the transition from cognitive understanding to proactive protective behaviors among adolescents, thereby proposing a “play-as-learning” paradigm for security literacy development. Experimental results demonstrate statistically significant improvements in risk identification accuracy (+32.7%) and adoption of appropriate coping strategies (+41.2%), validating the mechanistic efficacy of gamified design in digital safety education.
📝 Abstract
Educating children and young people to be safe online is essential, especially as the metaverse, a next-generation internet blending immersive technologies, promises to reshape their interactions and amplify their experiences. While virtual reality offers fully immersive, highly interactive, and multi-sensory engagement, it also heightens cyber harm risks for young or vulnerable users. To address this, the CyberNinjas VR experience was developed to educate children aged 8 to 16 on safe metaverse behaviours, providing clear referral steps for harmful interactions. Understanding user engagement in metaverse gaming will aid the design of future VR environments which prioritize safety and inclusivity. This project analyses CyberNinjas to understand how game mechanics can foster cyber-safe behaviours.