There are huge opportunities to use commercial, artistic video games as educational tools. This talks about one example where a commercial artistic/entertainment video game was created that also addressed content with both societal and educational impact. The game ‘Fragments of Him’ touches on topics of gay/bisexual relationships, love, family, intergenerational conflict, mourning, and more. It has been used as a teaching tool for both the content and the processes of creation, and has been released commercially on multiple gaming platforms. It proves that, with sufficient investment and quality in the interface, art, and interaction design, commercial video games can have significant pro-social and educational applications.
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Although the prevalence of cybercrime has increased rapidly, most victims do not report these offenses to the police. This is the first study that compares associations between victim characteristics and crime reporting behavior for traditional crimes versus cybercrimes. Data from four waves of a Dutch cross-sectional population survey are used (N = 97,186 victims). Results show that cybercrimes are among the least reported types of crime. Moreover, the determinants of crime reporting differ between traditional crimes and cybercrimes, between different types of cybercrime (that is, identity theft, consumer fraud, hacking), and between reporting cybercrimes to the police and to other organizations. Implications for future research and practice are discussed. doi: https://doi.org/10.1177/1477370818773610 This article is honored with the European Society of Criminology (ESC) Award for the “Best Article of the Year 2019”. Dit artikel is bekroond met de European Society of Criminology (ESC) Award for the “Best Article of the Year 2019”.
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