Designing a Visual Novel Game as an Educational Medium to Enhance Awareness Among Young Adults Aged 18–23 of the Impact of Victim Blaming on Sexual Violence Survivors
DOI:
https://doi.org/10.32815/jeskovsia.v10i2.1284Keywords:
Victim Blaming, Sexual Violence, Empathy, EducationAbstract
Sexual violence has a severe psychological impact on victims, especially when accompanied by victim blaming from their closest environment. Indonesia’s collectivist culture often leads to victims being blamed in order to preserve family reputation. This research is a research and development (R&D) study aimed at analyzing the need for anti-victim blaming educational media through a narrative-based visual novel game. Data were collected through interviews with three sexual violence survivors aged 19–24 years and a psychology academic from Universitas Kristen Satya Wacana. Pre-test results showed that most respondents did not understand the concept of victim blaming. After playing the Without Light game, post-test results indicated a significant improvement in respondents’ understanding of victim blaming and empathy toward victims. These findings serve as the basis for designing educational media that effectively builds empathy and social awareness on victim blaming issues among individuals aged 18–23 years.
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