Given the contemporary digital immersion of children
and their eagerness to interact with these technolo-
gies, and given the feasibility of play as a teaching
method, it stands to reason that a mobile serious game
provides an ideal way of teaching children about dig-
ital wellness and cybersecurity concepts. A serious
game is an application that has the ”purpose of influ-
encing the players’ thoughts and actions in real life
contexts” (Mitgutsch and Alvarado, 2012).
A number of games targeted at children with the
goal of teaching or spreading awareness of cybersecu-
rity exist, however, in the current literature there are
no games with a focus on pre-school children (Hill
et al., 2020) and, therefore, the novelty of this re-
search, which was part of an MSc project (Allers,
2021), is the creation of such a game to contribute
to filling this gap. The game, as proposed in this re-
search, is intended to be used under the supervision of
a parent and, therefore, can contribute to the simulta-
neous education of both parent and child. The focus
of this paper is, however, to present an evaluation of
the game that is based on the experience of the child
through the lens of expert reviewers in pre-school ed-
ucation. The expert review is performed with a view
to improve upon the current iteration of the game be-
fore it is play-tested by the target group in the follow-
ing phase of this ongoing project. The paper further
contributes the identification of new critical game el-
ements from the expert review that can be used in the
development of similar games.
The remainder of this paper is deployed in the fol-
lowing manner: Existing digital wellness materials
for pre-school children is presented in Section 2. Sec-
tion 3 is used to illustrate how digital wellness and cy-
bersecurity can be taught by means of a serious game.
The game that was developed as part of this research
is presented in Section 4 and the results of an expert
evaluation of this game is discussed in Section 5. The
contribution of this research, i.e., newly identified ele-
ments of serious game design for pre-school children
is discussed in Section 6. The study is concluded with
a summary and a look ahead to possible future work
in Section 7.
2 DIGITAL WELLNESS FOR
PRE-SCHOOL CHILDREN
Digital technologies have a direct and growing impact
on the well-being of its users. Just as it is important to
maintain a good and healthy lifestyle to ensure a pos-
itive well-being in the physical realm, it is important
to maintain a good and healthy lifestyle in the digi-
tal realm to ensure a positive well-being. This fact
leads to the need for a new evaluation, measure or
standard to determine the well-being of users in the
digital realm and that standard is called digital well-
ness and is defined by Von Solms and Fischer as fol-
lows:
“Digital wellness refers to the notion of ‘being
well in a digital society’. It is characterised by the
ability of users to discern between the dangers and
opportunities found in the cyberspace, act responsi-
bly, and align their online behaviour with their offline
values - to remain cyber safe.” (Von Solms and Fis-
cher, 2017, p. 156)
Digital wellness is, therefore, a measure of a
user’s well-being as affected by the use of digital tech-
nologies. This well-being not only refers to one’s
physical state of health, but also to the mental effects
that the use of these technologies may have. Further-
more, digital well-being is not only dependent on how
a person uses these digital technologies, but it is also
affected by the user’s ability to identify dangers in the
cyber realm and how the user acts on these dangers.
A gap concerning serious games for the promo-
tion of digital wellness, as defined above, among pre-
school children was identified from literature. One
example of the limited digital wellness content aimed
at pre-school children, is that of “Digital wellnests:
Let us play in safe nests”
1
. This electronically avail-
able book (Fischer and Von Solms, 2016; Von Solms
and Fischer, 2017) has the goal to promote a cyberse-
curity culture specifically for pre-school children. It
uses simple explanations as well as animals, that are
familiar to African children, as the main characters.
The book consists of concepts, poems, and mes-
sages, that introduce digital wellness and cybersecu-
rity topics to pre-school children. Selected content
from the book was therefore used as the digital well-
ness fundamentals around which the game was built.
The main content of the book is provided in the
form of poems. Each of these poems features animals
interacting with technology and ends with a moral les-
son. Easy to remember short messages, that serve as
important cybersecurity-related lessons, supplement
the main content (Von Solms and Fischer, 2017).
One of the poems, Safety Snail’s e-mails, tells
the story of a snail who receives an e-mail from a
stranger. Instead of opening and reading the e-mail,
she decided to delete the message. The moral lesson
of the story is to not open any suspicious e-mails (and
other messages) from unknown sources, and therefore
addresses the online security and privacy element of
digital wellness. The accompanying short message
1
https://www.up.ac.za/african-centre-of-excellence-
for-information-ethics/article/2109737/digital-wellness-
toolkit
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