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# Virtual Rejection Lessons
Motion Capture Game Lets Tweens Practice Rejecting Come-Ons

By Josh Milenthal | Published 2010-07-31 | Unique
Source: Trend Hunter, https://www.trendhunter.com/trends/motion-capture-game
References: [engadget](http://www.engadget.com/2010/07/29/motion-capture-game-teaches-tween-girls-to-avoid-the-come-ons-of/) & [engadget](http://www.engadget.com/2010/07/29/motion-capture-game-teaches-tween-girls-to-avoid-the-come-ons-of/)

The [University of Central Florida](https://www.trendhunter.com/trends/epeli) was awarded a grant (upwards of $450,000) to research and develop a motion capture game that helps tween/teen girls "practice" rejecting tween/teen boy attempts at sex and other inappropriate acts. The player straps into a motion capture game suit that depicts her 3D model on screen, where she's surrounded by virtual boys she can virtually reject.

There are no [social consequences](https://www.trendhunter.com/trends/my-friend-max-hate) here, making the motion capture game a safe way to practice these important skills. It will also give girls more confidence in their decisions and allow them to say "no" safely.

## Trend Insights (Trend Hunter)

- Score: 2.0/10
- Popularity: 7% | Activity: 46% | Freshness: 8%
- Audience gender: 70% men, 30% women
- Primary generations: Millennial, Gen X
- Top markets: North America, Europe

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Unique](https://www.trendhunter.com/unique) > [Inventions](https://www.trendhunter.com/inventions)

## Key Themes

### Key Themes Behind This Trend

- **Motion Capture Games:** Opportunity to develop more motion capture games that can help individuals practice important skills.
- **Virtual Rejection Training:** Opportunity to create virtual training programs that help individuals learn how to handle and reject inappropriate behavior.
- **Empowering Girls:** Opportunity to create more tools and resources that empower girls to make confident decisions and assert their boundaries.

### Where This Applies

- **Gaming:** Disruptive innovation opportunity for the gaming industry to develop new types of games that focus on skill-building and personal development.
- **Education:** Disruptive innovation opportunity for the education sector to integrate virtual training programs into their curriculum to teach important life skills.
- **Social Impact:** Disruptive innovation opportunity for organizations focused on social impact to develop tools that empower individuals to navigate challenging situations.

## Related on Trend Hunter

- [Full-Body Motion-Tracking Game Systems](https://www.trendhunter.com/trends/rebuff-reality-bodylink.md)
- [Internet Safety Metaverses](https://www.trendhunter.com/trends/be-internet-awesome-world.md)
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- [Machine Learning Game Systems](https://www.trendhunter.com/trends/truth-or-dare-game.md)
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