Rispek Danis
(The Respect Dance)

A free, culturally relevant video game intended to teach young people about the meaning and importance of consent.
A collaboration between World Vision Vanuatu and Jennifer Ann's Group.

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About Rispek Danis
(The Respect Dance)

‘Rispek Danis’ is a video game developed collaboratively between World Vision Vanuatu and Jennifer Ann’s Group to produce a culturally relevant video game intended to teach young people about the meaning and importance of consent.

This game has been designed for World Vision International’s ‘It Takes a World Campaign’ which in Vanuatu is focused on preventing sexual violence against women and children in Vanuatu.
Credits screen from Rispek Danis (The Respect Dance) a serious video game about consent.

Social Impact and Use of Rispek Danis

Photo of two ni-Vanuatu youth boys on the remote island of Tanna playing Rispek Danis (The Respect Dance) a serious video game about consent.

Two youth boys on the remote island of Tanna play Rispek Danis video game together.


Photo of ni-Vanuatu youth learning from a World Vision Staff Member about Rispek Danis (The Respect Dance) a serious video game about consent.

World Vision Staff Member teaching a group of youth girls how to download and play the game Rispek Danis.


Impact statement from ni-Vanuatu youth after playing Rispek Danis (The Respect Dance) a serious video game about consent.

The impact statement from a youth girl who had just finished playing Rispek Danis.

Translation: Respect is when people understand that no means no (respect is when people say "no" and they accept "no").


Impact statement from ni-Vanuatu youth after playing Rispek Danis (The Respect Dance) a serious video game about consent.

The impact statement from a youth girl who had just finished playing video game about consent, Rispek Danis.

Translation: Respect is listening and making to time to hear thoughts and accepting your partner's thoughts.

The Strategy of Teaching Consent through Video Games

World Vision staff involved in dissemination of Rispek Danis and ni-Vanuatu youth who have played the game themselves have provided key feedback about this serious video game about consent. Staff provided information through surveys and one-on-one informal interviews; ni-Vanuatu youth beneficiaries were asked to write statements about respect and consent after playing the game at a public event on Tanna Island. Some of those responses are shared above.

The value of this consent game is clear. It is opening up space to allow discussion around consent and healthy relationships amongst groups who are starting their first intimate partner relationships. These are the formative years in which youth develop and solidify their principles.

This successful engagement with youth is consistent with the experience previously identified with other serious video games about healthy dating relationships and dating abuse prevention. Since 2008 Jennifer Ann's Group, a nonprofit charity focused on teen dating violence prevention has produced dozens of serious video games about serious issues affecting adolescents through its Gaming Against Violence program. Themes for these games include consent, bystander awareness, healthy relationships, and violence prevention. The 2019 serious games about gaslighting will be released in September 2019.

Select Quotes from local World Vision Vanuatu Staff

It is narrated in simple Bislama which allows all age groups to participate in it without difficulty. The characters are easily related to which gives the game more effect. I really like the way this games conveys the message on giving Consent. Anyone playing the game can visualize the correct meaning of consent straight after playing the game - Very cool game indeed!
Watching the youths, both male and female play the game made me feel like this was a better way of explaining something sensitive and hard in a simpler way to these energetic target age groups.

Access Considerations
for Vanuatu

In Vanuatu young people are more likely to have access to a smartphone than to a personal computer and in order to provide an easy-to-access and free-to-use resource Rispek Danis was developed with smartphones and tablets in mind. This game for ni-Vanuatu youth was offered for free and with no advertisements on Google Play in order to remove as many barriers as possible to game adoption.

In addition to developing Rispek Danis for those devices identified by local staff as those most commonly used by ni-Vanuatu youth instructions were also supplied to World Vision staff on how to “side load” the game directly to devices. Side loading, although not ideal due to security concerns, allows installation of this game on devices lacking access to Google Play – or that have no internet access at all. Reports from World Vision Vanuatu staff indicate that young people, especially those on more remote islands, side loaded the game to their devices through email, sim cards, and Bluetooth.

The game was also made available to play online in a web browser by visiting the serious video game portal for Jennifer Ann's Group at https://jagga.me/rispek/index.html to provide access to the consent game via an HTML5 capable web browser for those without a smartphone or tablet.

Brands

Google Play was selected as the official app store for distribution of Rispek Danis based on the popularity of Android-based smartphones on Vanuatu. As of May 2019 Alcatel, Motorola, and Samsung have been the most popular smartphone devices downloading the game from the official Google Play account followed by Nokia, Huawei, and Vodafone. The game is offered completely free with no DLC, no ads, and no other forms of monetization. These decisions were made consciously in order to increase the reach, download, and engagement with as many ni-Vanuatu youth as possible.

Operating System

Rispek Danis was developed to run on Android 6.0+ (API level 23) to accommodate as many players as possible while still meeting Google Play's security requirements. As of May 2019 Android 6.0 is the most popular version of Android used by phones that have downloaded the game from Google Play followed closely by 7.0 and 7.1, 8.0, and 8.1 in the minority.

Countries

As of May 2019 the majority of the installations of Rispek Danis through Google Play (76%) are from Vanuatu followed by Australia, United States, Fiji, Indonesia, Papua New Guinea, Italy, Finland, Japan, Jordan, and Timor-Leste.

Gaming Against Violence

Rispek Danis is one of the serious video games that have come out of the Gaming Against Violence program. Developed by Jennifer Ann's Group, Gaming Against Violence has been producing, publishing, and researching serious video games about serious issues affecting young people since 2008. Over fifty serious games have been produced addressing a variety of topics including bystander awareness, consent, and teen dating violence prevention.

The use of video games to engage, educate, and empower young people about serious issues is an effective strategy. Studies show that serious video games are effective at, inter alia, changing unhealthy attitudes about abusive behavior, increasing knowledge of dating violence, and increasing awareness of teen dating violence.

Published Research

CAVA Study

A 2014 study from CAVA shares their success in using a video game to change attitudes about abusive behavior in the UK, Sweden, Germany, and Belgium. The interactive nature of digital games is better suited for addressing nuanced issues like emotional or psychological abuse than is static content. This interactive element also supports experiential learning, discovery learning, and context learning. Also, adolescents prefer using computers over traditional methods while learning; digital over other mediums; and they also appreciate that these preferences were taken into consideration. Participants in the CAVA study also stated "I think people are more likely to listen more instead of just a teacher telling you stuff" and "[i]t doesn't feel like you're on the computer an hour because it's like a game."

Bowen, E. Walker, K. Mawer, M. Holdworth, E. Sorbring, E. Helsing, B. Bolin, A. Leen, E. Held, P. Awouters, V. Jans S. (2014). “It’s like you’re actually playing as yourself”: Development and Preliminary Evaluation of “Green Acres High,” a Serious Game-Based Primary Intervention to Combat Adolescent Dating Violence.Psychosocial Intervention, 23(2014), 43-55.

Erasmus Study

In comparing two forms of persuasive games from the Gaming Against Violence program intended to prevent teen dating violence, the Erasmus study found that "both persusasive games evaluated showed a clear difference with the control game in the attitudes their respective players held afterwards." Both games showed less acceptance of angry behaviors in dating relationships and also showed lower self-efficacy with respect to dealing with relationship abuse. Although the reason for the reduced self efficacy was beyond the scope of the Erasmus study, one suggested explanation is that through playing these games about teen dating violence the participants had a heightened awareness of the pervasive and serious nature of dating abuse among adolescents.

Jacobs, R.S., Jansz, J., and Kneer, J. (2019). Playing Against Abuse: Effects of Procedural and Narrative Persuasive Games. Journal of Games, Self, & Society, Issue 1. Dunlop, K. & Rivers, S.E. (Eds.) pp. 110-120. doi:10.1184/R1/7857578.v1.

Mechanical Turk Study

An exploratory study utilizing a subset of five serious games from the Gaming Against Violence program was conducted from November 2015 - January 2016 utilizing online participants via Amazon's Mechanical Turk service. The results of this study were promising, showing that those players playing the Gaming Against Violence games with teen dating violence themes showed greater increase on attitudes towards dating violence than did players of the control games unrelated to teen dating violence. The study "was not large enough to distinguish differential efficacy among the teen dating violence prevention games but did lay the groundwork for future studies to further validate the viability of these games as persuasive tools."

Crecente, D., Jacobs, R. S. (2017). Gaming Against Violence: An Exploratory Evaluation through Mechanical Turk of the Efficacy of Persuasive Digital Games in Improving Unhealthy Relationship Attitudes. Games and Learning Alliance 6th International Conference, GALA 2017, Lisbon, Portugal, December 5-7, 2017, Proceedings. Dias, J.; Santos, P.A.; Veltkamp, R.C. (Eds.) pp. 259-262.

Gaming Against Violence White Paper on Teen Dating Violence (TDV)

A white paper created in cooperation with the Violence Prevention task force at IPRCE evaluates the problem of teen dating violence and its impact as well as factors complicating effective prevention. This paper then illustrates how serious video games such as those from the Gaming Against Violence program can be used to effectively overcome these complications in order to prevent teen dating violence.

Crecente, D. (2019). Gaming Against Violence White Paper on Teen Dating Violence (TDV). TDV Video Games: Proposed Use and Call for Further Research

Gaming Against Violence: A Grassroots Approach to Teen Dating Violence

Program Profile: Teen dating violence is a pervasive problem that affects millions of adolescents worldwide. Although there have been various approaches to addressing this problem, using videogames had not been employed before 2008, when Jennifer Ann's Group, an Atlanta, GA–based nonprofit organization, created an annual competition. The Life.Love. Game Design Challenge rewards game developers for creating videogames about teen dating violence without using any violence in the games themselves. The resulting videogames have increased awareness about teen dating violence and provided educational information to assist adolescents, parents, and teachers in identifying abusive relationships.

Crecente, D., (2014). Gaming Against Violence: A Grassroots Approach to Teen Dating Violence. Games for Health Journal, Vol. 3, No. 4. pp. 198-201.

Credits Screen from Rispek Danis (The Respect Dance) a serious video game about consent.

Game Credits

Rispek Danis production:
Jennifer Ann's Group, World Vision, and Rispek

The game was Developed by Jennifer Ann's Group; Produced by Drew Crecente, JD; Art and Programming by Jared Sain

Bislama Narration performed by Baxter Phillip; Sound Recording and Editing by Mike Kaun

Concept Development:
Millie Greaves, Relive Poilapa, and Rebecca Lawton

Translations and Contextualisation:
Mike Esrom Kaun, Baxter Philip, Florence Bule, Lola Abel, Pallen Abraham Philip, Sharyn Wobur, and Valerie Samson

Original concept for Rispek Danis is based on How to Blorrble-Blobble an award-winning game about consent by Jared Sain

Media Coverage of Rispek Danis

Rispek Danis (the Respect Dance) is a Game About Consent

Credits screen from Rispek Danis (The Respect Dance) a serious video game about consent showing two characters dancing in a marketplace in Vanuatu.

Rispek Danis is a game made by Jennifer Ann’s Group in collaboration with World Vision Vanuatu. This game takes a culturally relatable approach to presenting healthy relationship habits to the Bislama speaking community (Bislama is the primary language of Vanuatu).

The game is simple to use and can run on older smartphones thanks to its limited graphical demands. Although Rispek Danis is not in English even non-native speakers can understand the simple steps this game lays out. The game is available for free through the Google Play store and will only take up around 30mbs of space to fully install on your tablet or smart device.

(read more about Rispek Danis at Consent Games)

New culturally relevant video game available

Screenshot from Rispek Danis (The Respect Dance) a serious video game about consent. Two game characters are holding hands in a marketplace in Vanuatu.

World Vision Vanuatu and Jennifer Ann’s Group, with assistance from the Australian Government, have collaboratively produced ‘Rispek Danis’ a culturally relevant video game intended to teach young people about the meaning and importance of consent in relationships.

Targeting youth, the game allows players to choose a character to represent themselves and a character to partner with for the four game stages, where they practice asking and receiving consent. The game has been developed so that the player has to have the consent of his or her partner before they can proceed to the next stage.

(read more about Rispek Danis at Vanuatu Daily Post)