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LIE × LIFE
Poster
POON Pui Nga
BSc (Hons) in Multimedia Technology and Innovation
Department of Digital Innovation and Technology
RESEARCH BACKGROUND OBJECTIVES
With the increasing sophistication of scams in Hong Kong, citizens remain • Develop an engaging and
vulnerable due to a lack of formal education and awareness about fraud. Unlike informative educational platform
other regions that integrate anti-fraud education into academic curricula, Hong that helps users identify and
Kong lacks systematic training or resources to help its population identify and understand various scam tactics.
respond to evolving scam techniques. This educational gap, coupled with • Raise scam awareness, simulate
limited collaboration between government bodies and NGOs, has resulted in decision-making in fraud situations,
a growing number of scam victims, many of whom are unaware of the warning and provide an accessible, interactive
signs until it is too late. alternative to traditional educational
materials.
METHODOLOGY • By targeting vulnerable groups,
especially those under 18, over
The visual novel game was developed using Unity and incorporates both 65, and young adults, the game
primary and secondary data. Real-life scam cases were sourced from personal aims to become a useful and
experiences, social media, and news reports. 12 tasks across 4 age-based straightforward tool for schools,
levels simulate actual fraud scenarios, for example, fake websites, online NGOs, and community centers.
trading, phishing, and AI-based impersonation scams, etc. Players are
presented with branching narratives and multiple endings depending on their
choices. A randomised task system increases replayability. The visual elements
were designed in Clip Studio Paint, with Live2D animations to show the scenes
of the player using the smartphone, which are designed to resemble their real-
life appearance, enhancing immersion. AI-generated Cantonese voiceovers ABOUT THE INVESTIGATOR
add further realism, although limitations in voice diversity pose challenges to
their authenticity. I am a creative media enthusiast who
enjoys playing and developing both
FINDINGS board and digital games, creating
handicrafts, working on 2D or 3D
The final product is a playable, fully functional 2D educational game that animation, digital painting and video
simulates various scam encounters. Despite time constraints, the game was editing. My career goal is to develop
reduced from the original 18 tasks to 12 tasks. The game effectively teaches unique, engaging and meaningful
players how to detect and avoid scams as it simulates complete and detailed products, especially for games or
scam cases. User feedback suggests the game’s structure, including its first- handcrafted products that reflect
person perspective, simplified controls, and age-appropriate challenges, creativity and originality, bringing fun
enhances the understanding and retention of anti-scam knowledge. Also, the AI and inspiration to others. My FYP
voiceovers contributed to immersion. The project demonstrated that gamified supervisor is Dr Jasman PANG.
education can fill knowledge gaps and potentially reduce scam victimisation in
underserved populations.
Student Applied Research Presentations 2025 Student Applied Research Presentations 2025 44

