Features

Turning to games to promote Internet safety for children

Wednesday, February 23rd, 2022 00:00 | By
Mercy Wanjau, director legal services at Communications Authority, plays the Cyber Soldjas game alongside children from Ghetto Classics on Safe Internet Day, February 8. COURTESY

Partnership between Usiku Games and Communication Authority sees the adoption of games to create a safe space for minors online 

The digital environment is shaping our children’s lifestyles. They play, create, learn, interact and express themselves in an online and connected environment, from as low as age two. These digital technologies permit them to be part of global movements and play the role of active citizens. 

However, they face challenges including cybercrime, phishing, revenge porn and catfishing— a deceptive activity where a person creates a fictional persona or fake identity on a social networking service, targeting a specific victim. 

Safety first

 Against this background, the Communication Authority of Kenya (CA) recently unveiled an online game, “Cyber Soldjas,” to promote safer cyberspace in Kenya.

The online game, developed by Usiku Games, a social impact gaming development company, was launched during the official opening of the Safe Internet Day, 2022 celebrations that aimed at educating children on the dangers and realities of being on the internet. 

Under the theme “Together for a better internet”, the observation called on young people, parents, caretakers, teachers, policymakers, representatives of industry and organisations to create a better online world, especially for children. 

Jay Shapiro, the lead developer of the Cyber Soldjas says the game was developed when the CA approached the company to find a solution to the social challenge. 

“As Usiku Games, instead of denying children an opportunity to explore the internet, we have come up with various initiatives to make the internet a safer space and fun for them,” he say.

Data from Kenya National Bureau of Statistics indicates that 20.6 million Kenyans aged three and above own a mobile phone. Youth aged between 25-34 hold the highest number of mobile phones of up to 6.1 million, followed by those aged between 18-24 with 4.6 million mobile phones, while another 44,777 mobile phones are in the hands of children aged between three and four. 

Shapiro says the game will guide children aged from four to 10 years on ways to protect themselves from the potential dangers online. They will also learn how to recognise sites containing harmful content and develop a critical approach towards information found on the internet. 

“Cyber Soldjas is an action-packed fighting game like superhero game with five levels based on the vulnerabilities and risks on the internet including cybercrime, identity theft, fake news and catfishing. The game deals with dangers presented through simple language with real heroes and dangerous imaginary bad characters that play the villain part,” he explains.

We have seen anxiety, depression, suicide as the effects that children undergo if not protected online. Shapiro points out Cyber Soldjas as the solution to this as it is predominantly educational. 

“All the games by Usiku Games have been keenly reviewed by our team, the CA and our partners Kenya Institute of Curriculum Development,” he says. 

Gaming addiction has been a scary matter among minors. However, Shapiro says that Usiku Games are safe from addiction. 

Locally relevant 

“We are all about behaviour modification in education and so we measure evaluation in each of our games. Cyber Soldjas has a server the CA has access to understand how many people are playing the game, how much time they spend on it, what questions they get right or wrong among others. This makes us learn their strongholds and weak points,” he says. 

Shapiro is confident that the locally made game will achieve its goal of reducing the risks associated with internet usage and grow beyond borders to other countries as the lessons conveyed in the game are universal. 

“We have tried to make the game locally relevant to Kenya, but there is no reason it would not be expanded if other countries are also in need of it,” he says.

He is also fast to debunk the myth that Africa is lagging far behind in tech.

“Gaming is a Sh20 trillion industry and Africa is about to become one of the most important markets globally since it has more youths than any other continent,” he says, adding  that Africa also holds more smartphones than any other continent, which makes it an interesting continent.

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