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

Authors

  • R Elpion Patriany Sihite Universitas Kristen Satya Wacana
  • Jasson Prestilliano Department of Visual Communication Design, Satya Wacana Christian University, Salatiga, Indonesi
  • Michael Bezaleel Department of Visual Communication Design, Satya Wacana Christian University, Salatiga, Indonesia

DOI:

https://doi.org/10.32815/jeskovsia.v10i2.1284

Keywords:

Victim Blaming, Sexual Violence, Empathy, Education

Abstract

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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References

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Published

28-08-2026

How to Cite

Sihite, R. E. P., Prestilliano, J., & Bezaleel, M. (2026). 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. Jurnal Desain Komunikasi Visual Asia, 10(2). https://doi.org/10.32815/jeskovsia.v10i2.1284