The interactive video game "A Way Home!" is a serious game for promoting pro-social change by raising awareness of children's rights, as outlined in the United Nations Convention on the Rights of the Child treaty. All countries except the United States have ratified this treaty. Through a collaborative effort, faculty and students developed this game using an open-source platform to create an immersive first-person video game experience to disseminate crucial knowledge about children's rights and the need for ratification. Game design guides players through real-world comparative scenarios depicting environments that support or do not support those fundamental rights. Through engaging gameplay and storytelling, iterative development processes facilitated the game's effectiveness in conveying complex concepts, such as the distinction between rights and responsibilities. The significance of children's fundamental rights, such as access to food, a safe, clean home, the right to speech, and freedom of expression, as enshrined in the CRC, are emphasized by juxtaposing different environments and depicting the consequences of choices. Grounded upon the Diffusion of Innovations theory (Rogers 2010), the first step to adopting cultural change is education. Using gameplay elements, including rewards for positive choices and learner guidance instructions, "A Way Home!" rights quest motivates players to explore and understand the principles of children's rights. The player wins the game when they achieve the goal of being heard in a court of law. By combining education with entertainment, the game aims to inspire empathy and foster understanding, with the ultimate goal of teaching about the need for ratification of the CRC Treaty in the U.S. and empowering players to take action and advocate for children's rights. This paper depicts the methodology involving participants (n=17) from one southeastern university in the States to capture qualitative and quantitative feedback through a perception survey to evaluate the first demo model. Results support advancing data collection for the next version developed using virtual reality (V.R.) headsets to further immerse the learners in the experience.
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