Community Partner: SG Assist
Target Audience – Caregivers and their elderly beneficiaries, aged 30-60
Brief Project Overview: Cards which contain correct and wrong solutions to Internet Scam scenarios are laid out on the table, players have 10s to place a token on their approach to a scenario; correct answers result in a point and wrong answers will be explained.
Objectives: To improve the memory and knowledge regarding the right approach to internet fraud of players.
Scope: Common scams, those recently published in the news or those personally encountered by people that were involved in the project
Importance: $660.7 million worth of money was lost last year just from scams alone, there is not one particular group of people that are more or less susceptible to such scams so we felt that it was important for people to know the proper approach when encountering a possible scam to prevent them from falling prey to them should it be encountered in reality.
Activities and Initiatives: Interview with our community partner – Jarvis. A caregiver taking care of his elderly mother, Jarvis offered an insightful first-person perspective of a caregiver as well as someone who similarly works with other caregivers. Through his knowledge and experiences, and an informative interview session, we were able to catch a glimpse of the personality of caregivers and their usual response when they encountered scams. He was able to give us informative scenarios drawn from the personal experience of himself and the people around him, which helped us to better formulate our scenarios. He also gave us useful and pragmatic pointers regarding the refinement of our card game, which allowed us to create the best product possible in the time that we had.
Goals: We aimed to create a simple card game that would be able to engage elderly and teach them about scams as well. We opted for a card game because we felt that it would the method that would be easiest for them to pick up and jump right into, and opted for a physical game rather than a digital one because of the barrier and aversion that many elderly have to using digital devices. Our goals were achieved.
Challenges faced: Although we set it that each scenario only has 1 correct answer, there were certain solutions that were close to the answer, resulting in confusion due to the line of thinking of players being acceptable or explainable. Possible improvements would be increasing the specificity of each solution, so that they are clearer and fitting to each scenario.
Final Challenge Statement: How might we leverage on caregivers' knowledge to encourage careful and informed decision making in the people they provide care for from falling prey to scams?
Scenario cards (15) these are scenarios that were printed on glossy paper to create a smoother feel, a scenario is drawn from this deck and shown to the players.
Main takeaways: It was interesting ideating and discussing the scams that we have encountered, whether it was from the news or from word of mouth, and the proper response to them. Different people had different opinions on the best approach to each scenario, and it was only through consistent deliberations that we were able to come to a consensus to put into the answer key.
Answer key and rule book. This will be printed and included with each deck of cards so that players will be able to find out the answer and explanation to each approach.
Recommendations: We included an email for possible submissions to further increase the database of scams or scenario cards, this can be contributed by players who want to share their own experiences. There is a possibility of digitalising this game and widening the target audience, but that would still require further improvement on the schematics of the game.
Community Partner: SG Assist
Target Audience – Senior Caregivers above 60 years old