Pressure and coercion in adolescence relationship can lead to adverse psychological and physical health outcomes. Eliminating coercive sexual experiences for young people is one of the aims of delivering good quality Relationships and Sex Education (RSE). Engaging young people on sensitive subjects can however be challenging, and using interactive technology such as games may provide a more conducive platform for educators and young people within a classroom setting. This paper describes the on-going development and evaluation of a serious game (SG) to raise awareness on experiences of sexual coercion. This involves an iterative process that draws on stakeholder engagement and the theory and evidence base for what works, to support health improvement intervention planning. SG developers took the game concept plan and transformed it into an interactive game show, led by a teacher or facilitator to engage students in game play and discussion around the issue of sexual coercion. The final product known as PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships) is currently the subject of a cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows that the learners are engaged with the game with potential contribution to psychological preparedness to deal with sexual coercion. This work represents the first attempt to use of Serious Gaming for RSE delivery.
|Title of host publication||Proceedings of The 6th European Conference on Games Based Learning – ECGBL 2012|
|Place of Publication||Reading|
|Publisher||Academic Publishing International|
|ISBN (Print)||9781908272690 (book), 9781908272706 (CD)|
|Publication status||Published - 2012|
Bibliographical noteThe full text of this item is not available from the repository. The conference was held 4-5 October 2012,
University College Cork and the Waterford Institute of Technology, Cork, Ireland.
- serious game
- relationships & sex education
- sexual coercion
- intervention mapping