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GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications

Volume 4, Number 3, 2015


ª Mary Ann Liebert, Inc.
DOI: 10.1089/g4h.2014.0059

Promoting Sex Education Among Teenagers


Through an Interactive Game:
Reasons for Success and Implications

Samuel Kai Wah Chu, PhD,1 Alvin C.M. Kwan, PhD,1 Rebecca Reynolds, PhD,2 Robin R. Mellecker, PhD,3
Frankie Tam, MSc,4 Grace Lee, MSocSc,5 Athena Hong, PhD,6 and Ching Yin Leung, MA1

Abstract

Objectives: A game application, ‘‘Making Smart Choices’’, was developed to fill the gap of limited easy-to-
access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive
attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web.
Subjects and Methods: Three versions of the game (iPAD, Facebook, and Web-based) were developed using
HTML5. A theoretical framework that involved game-based learning and participatory design approach was
used to design, develop, modify, and optimize the game for use with secondary school students (n = 1176) 12–
16 years of age. Pre- and post-test scores of students’ safer sex knowledge were compared to test the effec-
tiveness of the game. Students’ survey and interviews were analyzed to assess participant feelings and attitudes
toward the game.
Results: The Wilcoxon Signed-Rank test indicated that students’ sex knowledge (n = 788) improved with a
medium effect size (0.477) after playing the game. Increases in positive attitudes toward sex and relationship
and in awareness of making smart sexual choices were reported from student surveys and interviews. Students
described the game as ‘‘interesting,’’ ‘‘interactive,’’ ‘‘informative,’’ and ‘‘real-to-life.’’
Conclusions: We advocate that the participatory design approach, which supports collaborative efforts of
different stakeholders, is an effective framework for developing game-based learning tools for sex education.
Our work provides preliminary findings that suggest game-based learning, preferably delivered through popular
interactive platforms, can be effective in promoting sex education to teenagers.

Introduction grams in schools.2 The lack of sex education is further con-


founded by traditional Chinese values that limit discussions
about sexual behaviors in the home environment.3,4
S ex education in Hong Kong has been integrated into
primary and secondary educational curriculum for many
years, yet efforts to provide quality sex education have been
Engagement in underage sexual intercourse, unprotected
sex, and limited knowledge of contraceptive methods have
limited and largely unsuccessful.1 A recent survey conducted become increasingly apparent among youths in Hong
by the Hong Kong government with 134 secondary schools Kong.5,6 According to a recent report published by the Family
indicated that sex education at the junior secondary school Planning Association of Hong Kong including the views of
level (12–16 years of age) is limited to an average of 3–4 2934 adolescents, 7 percent of teenage girls and 10 percent of
school hours. Limited time and space for sex education teenage boys (average age, 16.2 years) have experienced
programs, coupled with the lack of documented policy, sexual intercourse.7 It is remarkable that the mean age of
learning, and teaching resources as well as ill-equipped first sex experience for boys and girls was reported to be
teachers, are constraints for successful sex education pro- at the ages of 14.6 and 15.3 years, respectively.7 Among

1
Faculty of Education, The University of Hong Kong, Hong Kong SAR, China.
2
School of Communication and Information, Rutgers, The State University of New Jersey, New Brunswick, New Jersey.
3
Institute of Human Performance, The University of Hong Kong, Hong Kong SAR, China.
4
FifthWisdom Technology Ltd., Hong Kong SAR, China.
5
The Family Planning Association of Hong Kong, Hong Kong SAR, China.
6
School of Nursing, The University of Hong Kong, Hong Kong SAR, China.

168
PROMOTING SEX EDUCATION AMONG TEENAGERS 169

the adolescents reporting sexual intercourse experiences, 22.5 guided the development of the game along with its targeted
percent had not used contraceptive measures. These sexual learning outcomes is presented in Figure 1.
behaviors could increase health risks such as the spread of As indicated in Figure 1, the game content was designed by
sexually transmitted infections and unwanted pregnancy. experts from the Family Planning Association of Hong Kong
Although educational resources for sex education are with experience in developing and disseminating multime-
available, attractive and easily accessible materials specif- dia resources on sex education. Academics with extensive
ically tailored for young Hong Kong adolescents remain expertise in education and health science were responsible for
scarce. Since ‘‘Net Generation’’ adolescents are drawn to aligning the game content with targeted learning outcomes.
technology and videogaming, promoting sex education Computer and information science experts provided sugges-
through a game-based learning approach seems promising. tions on the game framework, game structure, and mecha-
In a conservative culture where topics relating to sex are not nism, thereby contributing to the acceptability and utility of
openly discussed or taught by parents,3,4 the game-based the game. The game was developed with target learning out-
approach may also provide a risk-free, nonthreatening, and comes adopted from the International Technical Guidance
highly engaging environment in which students can learn, on Sexuality Education.14 Overall, the information and values
explore, experiment, and make decisions in stimulated sit- embedded into the game messages fall in line with the learn-
uations.8,9 Through this interactive game-based medium, ing points related to sex education in the curriculum of the
learning potential is maximized.10 Life and Society subject prepared by the Curriculum Devel-
The primary aims of the development of the interactive opment Council15 in Hong Kong. Advanced graphics in
game, ‘‘Making Smart Choices’’ (MSC) are: (1) to elicit the game were created by a software vendor, Fifthwisdom
adolescents’ greater knowledge and awareness about sexu- Technology Ltd., specialized in education game develop-
ally transmitted infection prevention, and (2) to promote ment. Usability tests16,17 with the target users (adolescents)
knowledgeable decision-making regarding healthy sexual were conducted during different phrases of game develop-
practices in a fun and interactive way. This article describes ment. Heuristic evaluation18 conducted by computer science
the development of MSC utilizing game-based learning and experts and experienced Web users was also included.
the participatory design approach, the application of MSC,
and the effectiveness of the game in helping students to ac- Game structure
quire safer sex knowledge and to establish healthy attitudes
The application consists of five mini-games offering dif-
in handling relationships.
ferent scenarios for participants to make decisions using
chosen virtual characters. All the mini-games share a similar
Methodology of ‘‘MSC’’ Development Strategy: Game- structure (Fig. 2). Each mini-game begins with an intro-
Based Approach with Participatory Design duction to the aims and instructions, followed by one or more
scenarios with each of them styled in comic strip–like ani-
In order to increase uptake and learning, sex education
mations. In each scenario, the player is given a few choices
should be delivered in a manner that is engaging as well
and is required to choose his or her desired response to the
as culturally and socially relevant to the targeted population.
specific scenario. Educational messages relevant to the sce-
As social networking has become an increasingly popular
narios and in response to the students’ choices are shown
activity for Hong Kong adolescents, smart devices and plat-
after all scenarios of a mini-game are completed.
forms present vast potential in attracting the attention of Hong
The descriptions of mini-games are provided below:
Kong adolescents. We developed MSC for use on the iPad
(Apple, Cupertino, CA) tablet, the social networking site  Mini-game 1: ‘‘Love Q&A.’’ The goal is to gain a
Facebook, and the Web to enable wide dissemination of the better self-understanding for establishing a healthy love
game through social networking and smart devices commonly relationship.
used by adolescents. Although the Web and iPad (school) Description: The player (virtual character) is required to
versions require registration with a student account to a local choose his or her desired response from different scenar-
educational website, the Facebook and iPad (International) ios, which involve conflicts with love and relationships.
versions are made widely available for all interested adolescents  Mini-game 2: ‘‘Intimacy Photo.’’ The goal is to set and
at https://apps.facebook.com/fpasmartchoices and https://itunes maintain intimate boundaries and respect the feelings
.apple.com/us/app/jue-xing-shi-ke-guo-ji-ban/id774628862?mt=8 of others.
Acceptability, usability, and utility are three critical di- Description: The player is asked to set the maturity of a
mensions for effective use of technologies in education relationship (e.g., beginning with courtship for a few
contexts. Acceptability refers to users’ views on the value of days) for the virtual characters of opposite sexes. The
technology (or a game) in fostering learning (e.g., whether player then selects a gesture and the physical distance
the game content is relevant and the cost is reasonable), between the two characters. The player takes a photo-
whereas usability relates to the user-friendliness and effec- graph by clicking a camera icon. An educational
tiveness of the technology (or game interface) in a given message is displayed and explains the impact and
learning context. Utility, on the other hand, is relevance of feelings of the virtual characters with respect to the
the tasks in relation to the target outcomes.11 These three gestures and physical distance set by the player.
dimensions can be recognized through the application of  Mini-game 3: ‘‘Escape from Sexual Impulse.’’ The
participatory design approach, a methodology emphasizing goal is to understand sexual impulse and considerations
the active role of users in the design process12 as well as prior to engaging in sexual behavior.
expertise of different stakeholders to design, develop, and Description: Two virtual adolescents in courtship want
refine the targeted product.13 The theoretical framework that to watch a DVD movie at home. In the search for the
170 CHU ET AL.

FIG. 1. A theoretical framework of game-based approach with participatory design for designing a sex education game.
Color images available online at www.liebertonline.com/g4h

misplaced DVD, the player is required to click on choosing the icons associated with different sources of
different objects in the living room and bathroom. assistance such as Family Planning Association, social
When the objects are selected by the player, the workers, parents, etc.
character’s impulse for sex increases or decreases de-
Figure 3 shows screenshots of the five mini-games.
pending on what kind of object is chosen. For example,
the entertainment magazine with photos of sexy im- Architectural design
ages on the bathroom floor increases the impulse,
whereas watermelon in the living room decreases LimeJS, an HTML5 game framework used for building
the desire for sex. The objective of the mini-game is games for modern touchscreens and desktop browsers, was
for the player to maintain a medium level of sexual chosen as the basis for the development of MSC. A single
impulse. code base was used for all three different versions of the
 Mini-game 4: ‘‘Sorting Out Safer Sex Knowledge.’’ The game: iPAD, Facebook, and Web-based. MySQL database
goal is to acquire safer sex knowledge, including con- was used for keeping track of the players’ data and behavior
traceptives, prevention of sexually transmissible infec- in the game. To minimize workload on the user account
tions, and awareness of self-protection. management for the iPAD and Web-based versions of the
Description: In this mini-game, the player is required game, a single sign-on solution was integrated into EdCon-
to identify correct sex knowledge or advice suggested nect from Hong Kong Education City (www.hkedcity.net/
by his or her Internet friends by clicking the ‘‘like’’ english/).
icon. If the player liked advice that was incorrect, an
Game evaluation
instant message is displayed with an explanation of
why the advice is incorrect. To evaluate the effectiveness and acceptance of the game
 Mini-game 5: ‘‘Rank Your Options.’’ The goal is to be among teenagers, a series of game sessions for 1176 sec-
aware of available support services and options in the ondary school students (12–16 years of age) in six co-ed
event of unwanted pregnancies schools were conducted. Prior to data collection and analysis,
Description: This mini-game begins with the player’s informed consents were sought from both the parents and
friend carrying an unwanted pregnancy. The player is students, and the institutional board granted ethics approval.
required to identify various information sources, help, Schools were recruited through convenience sampling.
and appropriate options for his or her friend by Each game session lasted for approximately an hour, and
PROMOTING SEX EDUCATION AMONG TEENAGERS 171

FIG. 2. Key screen shots of the mini-games. Color images available online at www.liebertonline.com/g4h

participation was voluntary. Students were allowed to play as Data analysis


many times as they liked in the game session. Pre-test and Means and standard deviations were calculated and re-
post-test were embedded at the beginning and at the end of ported for all variables. Data were analyzed using SPSS
the game. Each test consisted of six identical multiple choice version 20 software (IBM, Armonk, NY). To examine the
questions drawn from a pool of 12 questions related to safer effectiveness of the interactive game in enhancing students’
sex knowledge that are covered in the mini-game ‘‘Sorting safer sex knowledge, we first conducted normality tests, the
Out Safer Sex Knowledge.’’ The pre-test was accessible only Shapiro–Wilk test and the Kolmogorov–Smirnov test, on the
once for each student account. The post-test appeared once game score data (n = 788) and followed up the analysis with
the player completed all five mini-games. Once the tests the Wilcoxon Signed–Rank test, a nonparametric test, as
were complete, the test scores were automatically recorded questionable normality of data was found. We calculated the
into the database. For students who played the game more effect size by dividing the Z score by the square root of the
than once, their highest post-test scores were used for anal- sample size: r = Z/sqrt(N). We used the standard values for
ysis. In total, 788 sets of pre-test and post-test scores were r = 0.1, 0.3, and 0.519 to substantiate our results.
collected. The total number is smaller than the actual number
of students who played the game because data from students
Results
who did not submit their consent forms were excluded in the
analysis, and some students did not complete the post-test at The results of the Wilcoxon Signed-Rank test, the means
the end of the game. and standard deviations, and effect sizes for pre- and post-
Students’ feedback on the value and effectiveness of the test are summarized in Table 1.
game was collected through questionnaires and focus group Among the 788 participants, 711 students played the game
interviews. In total, 1123 questionnaires were collected. For once, and 77 played more than once. The difference between
the purpose of our analysis, a mean score of 3.5 was con- pre- and post-test scores for the whole group (the group that
sidered neutral. Mean scores that were higher than 4 were played once & the group that played more than once) was
regarded as edging toward positive, whereas mean scores significant (P < 0.001) with a medium effect size of 0.477.
lower than 3 were regarded as edging toward negative The result indicates that a relatively larger improvement in
feedback. Ten focus group semistructured interviews in- the mean scores was found for students who played the game
volving a total of 57 students were conducted. The interview more than once. The mean difference for the two groups was
data were transcribed, and common themes and quotes were 0.63 and 1.27, respectively. A larger effect size (0.679) was
recorded. also noted for students who played the game more than once.
172 CHU ET AL.

FIG. 3. Screen shots of the five mini-games. Color images available online at www.liebertonline.com/g4h
Key results of the survey supplemented with quotes from For instance, a student said, ‘‘I find out that there are a lot to
the student interviews are shown below. On average, stu- be considered before having a decision on having sex, for
dents agreed that the game was fun and interesting (mean = example, my family.and many other factors,’’ and another
4.36). After playing the game, students believed that their student reported, ‘‘I’ve learned that I shouldn’t be affected
ability to make smart choices in relation to love and sex by others easily. I have to think carefully before taking any
improved (Section 3: mean scores ranged from 4.54 to 4.66). actions, even though friends around me have had sex be-
fore.’’ A relatively high agreement was also observed on
Table 1. Pre-Test and Post-Test Scores items related to a better understanding of the risk of sexual
on Safer Sex Knowledge of Students behaviors (Item 2.9; mean = 4.89), the importance of coming
Using the Wilcoxon Signed-Rank Test up with a consensus with their partners when seeking solu-
Mean score tions for their problems (Item 2.8; mean = 4.79), and the
Effect importance of having the awareness and knowledge to pro-
Student group n Pre-test Post-test P size tect themselves (Item 2.6; mean = 4.76). Corresponding
quotes from students include the following: ‘‘I have learned
Played once 711 3.00 3.63 < 0.001 0.449 how to protect myself and how to have safer sex in order to
More than once 77 3.42 4.69 < 0.001 0.688
All 788 3.04 3.74 < 0.001 0.477 reduce the chance of getting sexually-transmitted infec-
tions,’’ ‘‘Through this game, I have learned how to response/
PROMOTING SEX EDUCATION AMONG TEENAGERS 173

reject others’ [sexual] requests. We can solve problems or A limitation of our study is that we only collected self-
reject others through better communication,’’ ‘‘Lots of fun report measures on students’ perceived usefulness of the
and it can enhance my knowledge of self-protection,’’ and game for sex education as assessing sex behavior change
‘‘It is good to learn by going through different scenarios in using objective assessment tools is outside the scope of our
the game so that we know what we should do if we encounter current study and is noted to be challenging.23 Examining the
similar situations in the future.’’ extent to which MSC can lead to actual behavior changes
can be a future research direction. Future educational game
Discussion developers may consider adopting the participatory design
approach involving end users, experts, and stakeholders in the
The participatory design, which emphasizes the active role
game development process. The current version of MSC was
and collaboration of key stakeholders, used in this study en-
developed for the Hong Kong population. Translation into
hanced acceptability, usability, and utility of the MSC game.
other languages and adaption of the game content according to
These components of the theoretical framework are critical for
the laws and culture of particular countries would widen the
effective application of technologies in education contexts.
outreach into non–Chinese-speaking countries/regions.
Collaboration of stakeholders has been shown to be useful
in promoting health communication interventions20,21 and
Acknowledgments
effective in handling forceful or threatening actions, thus
limiting the chances of sexual coercion.22 For this project, We are grateful to the participants and schools for assist-
collaborators included an interdisciplinary team of researchers, ing us with this research project. We would also like to ac-
experts, and community partners with varied expertise in knowledge the government’s Health Care and Promotion
education, health and wellness, sex education, and game Fund for providing the financial support for this project.
development. This collaboration of a wide range of experts,
stakeholders, and partners facilitated important design im- Author Disclosure Statement
provements on the game interface, mechanism, and game
F.T. is an employee of FifthWisdom Technology Ltd. No
instruction for students. The preliminary findings indicate
competing financial interests exist for C.K.W.C., A.C.M.K.,
that many students discussed the game experience in positive
R.R., R.R.M., G.L., A.H., and C.Y.L.
terms. Students’ favorable perception of the game, as well as
an increase in positive attitudes toward sex and relationships
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