Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE)

Katherine Brown, Sylvester Arnab, Julie Bayley, Katie Newby, Puja Joshi, B. Judd, A. Baxter, Samantha Clarke

    Research output: Chapter in Book/Report/Conference proceedingChapter

    4 Citations (Scopus)

    Abstract

    Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept ‘flat plan’ into an interactive gameshow. The game is teacher led and aims to engage students in gameplay 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 the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.
    Original languageEnglish
    Title of host publicationStudies in Health Technology and Informatics, Volume 181: Annual Review of Cybertherapy and Telemedicine 2012
    EditorsB.K. Wiederhold, G. Riva
    Place of PublicationAmsterdam
    PublisherIOS Press
    Pages165 - 171
    ISBN (Print)978-1-61499-121-2, 978-1-61499-120-5
    DOIs
    Publication statusPublished - 2012

    Fingerprint

    sex education
    adolescent
    gameshow
    health
    school
    adolescence
    data analysis
    stakeholder
    educator
    planning
    teacher
    evidence
    experience
    student

    Bibliographical note

    The full text is available free from the link given. The published version can be found at http://dx.doi.org/10.3233/978-1-61499-121-2-165

    Keywords

    • relationships and sex education
    • serious games
    • game-based learning

    Cite this

    Brown, K., Arnab, S., Bayley, J., Newby, K., Joshi, P., Judd, B., ... Clarke, S. (2012). Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE). In B. K. Wiederhold, & G. Riva (Eds.), Studies in Health Technology and Informatics, Volume 181: Annual Review of Cybertherapy and Telemedicine 2012 (pp. 165 - 171). Amsterdam: IOS Press. https://doi.org/10.3233/978-1-61499-121-2-165

    Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE). / Brown, Katherine; Arnab, Sylvester; Bayley, Julie; Newby, Katie; Joshi, Puja; Judd, B.; Baxter, A.; Clarke, Samantha.

    Studies in Health Technology and Informatics, Volume 181: Annual Review of Cybertherapy and Telemedicine 2012. ed. / B.K. Wiederhold; G. Riva. Amsterdam : IOS Press, 2012. p. 165 - 171.

    Research output: Chapter in Book/Report/Conference proceedingChapter

    Brown, K, Arnab, S, Bayley, J, Newby, K, Joshi, P, Judd, B, Baxter, A & Clarke, S 2012, Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE). in BK Wiederhold & G Riva (eds), Studies in Health Technology and Informatics, Volume 181: Annual Review of Cybertherapy and Telemedicine 2012. IOS Press, Amsterdam, pp. 165 - 171. https://doi.org/10.3233/978-1-61499-121-2-165
    Brown K, Arnab S, Bayley J, Newby K, Joshi P, Judd B et al. Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE). In Wiederhold BK, Riva G, editors, Studies in Health Technology and Informatics, Volume 181: Annual Review of Cybertherapy and Telemedicine 2012. Amsterdam: IOS Press. 2012. p. 165 - 171 https://doi.org/10.3233/978-1-61499-121-2-165
    Brown, Katherine ; Arnab, Sylvester ; Bayley, Julie ; Newby, Katie ; Joshi, Puja ; Judd, B. ; Baxter, A. ; Clarke, Samantha. / Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE). Studies in Health Technology and Informatics, Volume 181: Annual Review of Cybertherapy and Telemedicine 2012. editor / B.K. Wiederhold ; G. Riva. Amsterdam : IOS Press, 2012. pp. 165 - 171
    @inbook{275be3e18dac4609b2b7a0a8df6fb1e5,
    title = "Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE)",
    abstract = "Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept ‘flat plan’ into an interactive gameshow. The game is teacher led and aims to engage students in gameplay 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 the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.",
    keywords = "relationships and sex education, serious games, game-based learning",
    author = "Katherine Brown and Sylvester Arnab and Julie Bayley and Katie Newby and Puja Joshi and B. Judd and A. Baxter and Samantha Clarke",
    note = "The full text is available free from the link given. The published version can be found at http://dx.doi.org/10.3233/978-1-61499-121-2-165",
    year = "2012",
    doi = "10.3233/978-1-61499-121-2-165",
    language = "English",
    isbn = "978-1-61499-121-2",
    pages = "165 -- 171",
    editor = "B.K. Wiederhold and G. Riva",
    booktitle = "Studies in Health Technology and Informatics, Volume 181: Annual Review of Cybertherapy and Telemedicine 2012",
    publisher = "IOS Press",
    address = "Netherlands",

    }

    TY - CHAP

    T1 - Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE)

    AU - Brown, Katherine

    AU - Arnab, Sylvester

    AU - Bayley, Julie

    AU - Newby, Katie

    AU - Joshi, Puja

    AU - Judd, B.

    AU - Baxter, A.

    AU - Clarke, Samantha

    N1 - The full text is available free from the link given. The published version can be found at http://dx.doi.org/10.3233/978-1-61499-121-2-165

    PY - 2012

    Y1 - 2012

    N2 - Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept ‘flat plan’ into an interactive gameshow. The game is teacher led and aims to engage students in gameplay 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 the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.

    AB - Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept ‘flat plan’ into an interactive gameshow. The game is teacher led and aims to engage students in gameplay 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 the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.

    KW - relationships and sex education

    KW - serious games

    KW - game-based learning

    U2 - 10.3233/978-1-61499-121-2-165

    DO - 10.3233/978-1-61499-121-2-165

    M3 - Chapter

    SN - 978-1-61499-121-2

    SN - 978-1-61499-120-5

    SP - 165

    EP - 171

    BT - Studies in Health Technology and Informatics, Volume 181: Annual Review of Cybertherapy and Telemedicine 2012

    A2 - Wiederhold, B.K.

    A2 - Riva, G.

    PB - IOS Press

    CY - Amsterdam

    ER -