Scare-away Risks: Gaming and Education Collide in Transformative Success

A remarkable success story is unfolding in the vibrant intersection of technology, gaming, and education. Meet "Scare-away Risks" or, in Italian, "ScacciaRischi," an educational video game project, featuring a 2D platformer, celebrating its 5th anniversary of activity.

The Scare-away Risks Initiative

"Scare-away Risks" is a yearly video game series crafted by the local software house AgeofGames and financially supported by Local Government entities in Apulia, Southern Italy. Since its inception in 2018, this project has actively engaged over 50,000 students, 500 teachers, and 400 schools. The pinnacle of each season is the "Prevention Olympiad," a thrilling esports-like event where top-performing schools converge to compete for the coveted championship title.

Promoting Safety Awareness

At its core, the Scare-away Risks project focuses on safety awareness and education. Past editions have tackled pressing issues such as the coronavirus pandemic and the proliferation of fake news, along with more common household dangers embodied by formidable adversaries like the FakeNews Bot, the MegaVirus, and the MonsterOven. The initiative also extends its reach to environmental protection through its "Eco Warriors" spin-off, Trendy Trash.

Trendy Trash EcoWorld features:

  • Match 3 puzzle game with amazing characters

  • Explore and Save the World from Pollution and the evil Necrobots!

  • Discover the magical power of nature and meet the Eco-Witch!

  • Transform waste into funny objects

  • Become an Ecowarrior and overcome the challenges of each level

  • Leaderboards to watch your friends and competitors!

For a glimpse into the past seasons of the Prevention Olympiad, click here.

Champions with a Purpose

Winning schools in the Olympiad are rewarded with cash prizes, sourced from fines imposed on companies found lacking in workplace safety measures. These funds are channeled towards enhancing school laboratories and safety equipment, reinforcing the project's commitment to safety education.

Scientific Validation

The impact of the Scare-away Risks initiative extends far beyond the confines of the classroom. A comprehensive study conducted by the Department of Educational Sciences, Psychology, and Communication at the University of Bari, published in the Multimodal Technologies and Interaction magazine, has revealed promising results. The game, which has been downloaded and installed over 700,000 times on PC and mobile devices throughout Italy, has demonstrated positive educational outcomes.

Breaking Gender Stereotypes

Notably, Scare-away Risks is not just a game-changer in safety education; it's also challenging gender stereotypes in the gaming world. The game's influence has been profound, particularly among adolescent girls, who have traditionally been underrepresented in gaming.

Key Findings and Implications

The study highlights significant insights:

  • Playing "Scare-away Risks" correlates with higher engagement and risk perception.

  • Increased game levels are associated with enhanced engagement, risk perception, internal locus of control, and protective intentions.

  • Gender differences are evident, with girls displaying higher engagement levels in most scenarios.

  • "Scare-away Risks" has the potential to bridge the gender gap in gaming while promoting safety awareness.

  • Locus of control, a personality trait, significantly influences engagement, risk perception, and protective factors.

A Game with a Mission

The research findings not only underscore the transformative power of educational gaming but also emphasize the need to reconsider gender stereotypes in technology-driven fields. "Scare-away Risks" is not merely a game; it's a beacon of change in the worlds of education, gaming, and gender equality.

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