Page 55 - THEi Student Applied Research Presentations 2025
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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.






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