Abstract
The following article explores the potential of digital games to close gaps in sex education and to complement traditional approaches in this field. Seven key characteristics of the medium that enable and support learning processes are identified, as are the challenges connected to sexual health interventions in general and game-based interventions in particular. Additionally, the results of a comprehensive analysis of 34 sex education games conducted in 2018 are presented in detail to outline the status quo of digital games as tools to promote sexual health.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
Sexuality, as defined by the World Health Organisation, is “a central aspect of being human throughout life and encompasses sex, gender identities and roles, sexual orientation, eroticism, pleasure, intimacy and reproduction. Sexuality is experienced and expressed in thoughts, fantasies, desires, beliefs, attitudes, values, behaviours, practices, roles and relationships. [...] Sexuality is influenced by the interaction of biological, psychological, social, economic, political, cultural, ethical, legal, historical, religious and spiritual factors“ (WHO 2006, p. 5).
- 2.
It should be noted that a majority of the numbers in this chapter come from market research, as these are generally the most up-to-date numbers available.
- 3.
In „Kondomis Mission“ (1998), a browser game which tasks the players with protecting an egg cell from sperm with a condom, emergency contraception pills are presented as special collectable items which can be used whenever the player fails to catch a sperm in time in order to avoid losing the game. This may lead to the false impression that these pills can just as reliably prevent unintended pregnancies in reality. In fact, however, emergency contraception can only prevent or delay ovulation, will not work if the body has already started ovulating, and may cause side effects.
- 4.
The trivia game „Adventures in Sex City“ casts a man who has contracted an STI as the villain, presenting him as a monstrous creature with two giant penises instead of arms whose only goal is to infect as many people with STIs by shooting them with his “evil sperm“. This framing increases the stigma surrounding STIs and may lead to feelings of shame and strong discomfort among players who have ever been (or are currently) infected.
- 5.
While “Dr. Ruth's Game of Good Sex“ (VictoryGames Inc. 1986) exclusively portrays sex between married, heterosexual couples as normal and desirable, the adventure game “Tim and Nina“ (BMG Interactive 1995), released merely 9 years later, openly discusses topics such as (casual) sex between teenagers and homosexuality.
References
Barak, A., & Fischer, W. A. (2001). Toward an Internet-Driven, Theoretically-Based, Innovative Approach to Sex Education. The Journal of Sex Research, 38 (pp. 324–332).
Barak, A., & Fischer, W. A. (2002). The Future of Internet Sexuality. In A. Cooper (Ed.), Sex and the Internet: A Guidebook for Clinicians (pp. 263–280). London: Brunner-Routledge.
Bersamin, M., Todd, M., Fisher, D. A., Hill, D. L., Grube, J. W., & Walker, S. (2008). Parenting Practices and Adolescent Sexual Behavior: A Longitudinal Study. Journal of Marriage and Family, 70, (pp. 1–21).
Bonus, J. (2012). Serious Games. Serious Learning. How the Intrinsically Motivating Nature of Video Games Can Be Used to Revitalize Textbook Learning. Meaningful Play Conference Proceedings. https://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_35.pdf.
Collins, R. L., Martino, S. C., & Shaw, R. (2011). Influence of New Media on Adolescent Sexual Health. RAND Health Working Paper Series (pp. 1–72).
Csikszentmihalyi, M. (2002). Motivating People to Learn. Edutopia. https://www.edutopia.org/mihaly-csikszentmihalyi-motivating-people-learn. Retrieved: [18.07.2019].
ESA. (2014). 2014 Essential Facts About the Computer and Video Games Industry. Entertainment Software Association. https://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf. Retrieved: [26.05.2018].
ESA. (2017). 2017 Essential Facts About the Computer and Video Game Industry. Entertainment Software Association. https://www.theesa.com/article/2017-essential-facts-computer-video-game-industry. Retrieved: [26.05.2018].
Fiellin, L. E, Hieftje, K. D., Pendergrass, T. M., Kyriakides, T. C., Duncan, L. R., Dziura, J. D., Sawyer, B. G., Mayes, L., Crusto, C. A., Forsyth, B. W. C., & Fiellin, D. A. (2017). Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial. Journal of Medical Internet Research, (19, pp. 1–13). doi: https://doi.org/10.2196/jmir.8148.
game – Verband der deutschen Games-Branche. (n.d.). Deutscher Markt für digitale Spiele 2016. https://www.game.de/marktdaten/deutscher-markt-fuer-digitale-spiele-2016. Retrieved: [18.07.2019].
game – Verband der deutschen Games-Branche. (n.d.). Altersverteilung der Nutzer digitaler Spiele in Deutschland 2018. https://www.game.de/marktdaten/altersverteilung-der-nutzer-digitaler-spiele-in-deutschland-2018. Retrieved: [17.12.2019].
GLSEN. (2015). Lack of Comprehensive Sex Education Putting LGBTQ Youth at Risk: National Organizations Issue Call to Action to Improve Programs and Policies. https://www.glsen.org/article/lack-comprehensive-sex-education-putting-lgbtq-youth-risk-national-organizations-issue-call. Retrieved: [19.07.2019].
Griffiths, M. (2002). The Educational Benefits of Videogames. Education and Health, 20 (pp. 47–51).
Hense, J., & Mandl, H. (2012). Learning in or With Games? Quality Criteria for Digital Learning Games From the Perspective of Learning, Emotion, and Motivation Theory. In D. G. Sampson, J. M. Spector, D. Ifenthaler, P. Isaias (Eds.), Proceedings of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (pp. 19–26). Madrid: IADIS.
Kiel, N. (2018). Digital Games and Sexual Education – A Review of the Literature and Conceptualisation of a Game Project.
Lamb, S., & Plocha, A. (2011). The Underlying Ethics in Sex Education. In D. J. Ruyter & S. Miedema (Eds.), Moral Education and Development (pp. 163–177). Rotterdam: Sense Publishers.
Morrison, K. (2017). Video Games as Sex Education: Engaging With At-Risk Youth. Adolescent Sexual Health Work Group. https://ashwg.org/2017/10/02/video-games-as-sex-education-engaging-with-at-risk-youth. Retrieved: [18.07.2019].
Murray, J. H. (1997). Hamlet on the Holodeck – The Future of Narrative in Cyberspace. Cambridge, MA: The MIT Press.
Nah, F. F.-H., Zhou, Y., Boey, A., & Li, H. (2012). Understanding Engagement in Educational Computer Games. Meaningful Play Conference Submissions Archive. https://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_167.pdf. Retrieved: [18.12.2019].
Newzoo. (2019). Top 100 Countries by Game Revenues. Newzoo. https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues. Retrieved: [18.07.2019].
Newzoo. (n.d.). Global Games Market Report. https://newzoo.com/solutions/standard/market-forecasts/global-games-market-report. Retrieved: [18.12. 2019].
Office of Educational Technology. (2017). Reimagining the Role of Technology in Education: 2017 National Education Technology Plan Update. Department of Education United States Of America. https://tech.ed.gov/files/2017/01/NETP17.pdf. Retrieved: [18.07.2019].
Pew Research Center. (2008). Teens, Video Games and Civics. https://www.pewinternet.org/2008/09/16/teens-video-games-and-civics. Retrieved: [18.07.2019].
Planned Parenthood of the Rocky Mountains. (2019). ICYC: In Case You’re Curious. https://www.plannedparenthood.org/planned-parenthood-rocky-mountains/information-teens/icyc-case-youre-curious. Retrieved: [18.07.2019].
Pound, P., Langford, R., & Campbell, R. (2016). What Do Young People Think About Their School-Based Sex and Relationship Education? A Qualitative Synthesis of Young People’s Views and Experiences. BMJ Open (pp. 1–14). doi: https://doi.org/10.1136/bmjopen-2016-011329.
Poushter, J. (2016). Smartphone Ownership and Internet Usage Continues to Climb in Emerging Economies. Pew Research Center. https://www.pewresearch.org/global/2016/02/22/smartphone-ownership-and-internet-usage-continues-to-climb-in-emerging-economies/. Retrieved: [17.07.2019].
Rigby, C. S. (2014). Gamification and Motivation. In S. P. Walz & S. Deterding (Eds.), The Gameful World – Approaches, Issues, Applications (pp. 113–137). Cambridge, MA: The MIT Press.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, (25, pp. 54–67). doi: https://doi.org/10.1006/ceps.1999.1020.
Shegog, R., Brown, K., Bull, S., Christensen, J. K., Hieftje, K., Jozkowski, K. N., & Ybarra, M. L. (2015). Serious Games for Sexual Health. Games for Health Journal: Research, Development, and Clinical Applications, (4, pp. 1–9). doi: https://doi.org/10.1089/g4h.2014.0139.
SIECUS. (2018). Guidelines for Comprehensive Sexuality Education. Sexuality Information and Education Council of the United States. https://siecus.org/wp-content/uploads/2018/07/Guidelines-CSE.pdf. Retrieved: [19.12.2019].
Simon, L., & Daneback, K. (2013). Adolescents’ Use of the Internet for Sex Education: A Thematic and Critical Review of the Literature. International Journal of Sexual Health, (25, pp. 305–319). doi: https://doi.org/10.1080/19317611.2013.823899.
Statista. (2017). Leading Video Gaming Markets in Africa in 2017, by Revenue. https://www.statista.com/statistics/699112/video-games-revenue-africa-countries. Retrieved: [26.05.2018].
Strasburger, V. C., & Brown, S. S. (2014). Sex Education in the 21st Century. JAMA – The Journal of the American Medical Association (pp. 1–3). doi: https://doi.org/10.1001/jama.2014.4789.
The Henry J. Kaiser Family Foundation. (2002). Key Facts: Children and Video Games. https://www.kff.org/other/ fact-sheet/children-and-video-games. Retrieved: [18.07.2019].
Ukie. (2018). UK Video Games Fact Sheet. The Association for UK Interactive Entertainment. https://ukie.org.uk/sites/default/files/UK%20Games%20Industry%20Fact%20Sheet%20February%202018.pdf. Retrieved: [18.04.2018].
UNESCO. (2009). International Technical Guidance on Sexuality Education. https://unesdoc.unesco.org/images/0018/001832/183281e.pdf. Retrieved: [19.07.2019].
Vogel, J. L. (2014). Prototype of an Educational Video Game for Knowledge Retention in Youth Health Education. (Master Thesis, University of Central Florida).
WHO. (2006). Defining sexual health: Report of a Technical Consultation on Sexual Health. World Health Organisation. https://www.who.int/reproductivehealth/publications/sexual_health/defining_sexual_health.pdf. Retrieved: [19.12.2019].
Ludography
Adventures in Sex City (Middlesex-London Health Unit, Mind Your Mind 2010, O: Middlesex-London Health Unit)
Amora-Liebesspiel (Visart 1998, O: Bundeszentrale für gesundheitliche Aufklärung)
Bitte nicht stören! (Ravensburger Interactive 1995, O: Ravensburger Interactive)
Catch the Sperm (Phenomedia 2001, O: Black Pencil Entertainment AG, Koch Media)
Cock Out (Vergiss AIDS nicht e.V. 2010, O: Vergiss AIDS nicht e.V.)
Condom Game (Sex, etc./Answer Ca. 2010, O: Sex, etc./Answer)
Consentulip (Flower Power 2017, O: Flower Power)
Cool Condoms Game (N/A)
Dr. Ruth's Computer Game of Good Sex (The Avalon Hill Game Company 1986, O: Victory Games Inc.)
Eggplant Invaders 2 (After School 2017, O: After School)
Happy Play Time (Gong, T. 2013, O: Gong, T.)
Hooray for Birth Control! (Planned Parenthood Federation of America n.d., O: Planned Parenthood Federation of America)
How Many of You Out There Are Abstinent? (Planned Parenthood Federation of America n.d., O: Planned Parenthood Federation of America)
I’m Positive (Borden, S., Polyakov, I., Yildirim, A., & Chergi, S. 2017, O: Centers for Disease Control and Prevention, United States Department of Health and Human Services)
Jim Dandy and His Very Gay Day (Planned Parenthood Federation of America n.d., O: Planned Parenthood Federation of America)
Journey to Planet Prostate (Prostate Cancer Charity 2002, O: Prostate Cancer Charity)
Kondomis Mission (Visart 1998, O: Bundeszentrale für gesundheitliche Aufklärung)
Let‘s talk about... Liebe, Lust und Aids (Bundeszentrale für gesundheitliche Aufklärung 1997, O: Bundeszentrale für gesundheitliche Aufklärung)
Life Challenge (New York State Department of Health 1997, O: New York State Department of Health)
Night Life (Koei 2016, O: Koei)
Our Super Duper Planet: Nature is Groovy (Planned Parenthood Federation of America n.d., O: Planned Parenthood Federation of America)
PlayForward: Elm City Stories (Schell Games 2012, O: play2PREVENT Lab, Yale Center for Health & Learning Games)
PR:EPARe (Serious Games Institute, Applied Research Centre for Health and Lifestyle Interventions, Coventry University 2012, O: Coventry University)
Privates (Size Five Games 2010, O: Channel 4)
Safer Sex Shuffle (Abe, K., Nasser, R., & Schoemann, S. 2014, O: Abe, K., Nasser, R., & Schoemann, S.)
Safety First! with Officer Janet Benchpress (Planned Parenthood Federation of America n.d., O: Planned Parenthood Federation of America)
SexKomplex (Bidule 4 AG 1998, O: Aids Info Docu Schweiz, BMG Ariola Schweiz AG)
Super Shag Land (K-Generation Foundation 2001, O: K-Generation Foundation)
Swazi Yolo (Formula D Interactive 2016, O: Formula D Interactive)
Talk Sex Fetish Flip N’ Match (Calvano, R. J., Agency Net 2003, O: Oxygen)
That Would Suck (Planned Parenthood Federation of America n.d., O: Planned Parenthood Federation of America)
The Brothers Dating Game (BAVC, Brothers Network 1993, O: BAVC, Brothers Network)
The Sexually Transmitted Infection Petting Zoo (Planned Parenthood Federation of America n.d., O: Planned Parenthood Federation of America)
Tim und Nina (Bidule 4 AG, Promotion Software 1995, O: BMG Interactive)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Fachmedien Wiesbaden GmbH, part of Springer Nature
About this chapter
Cite this chapter
Kiel, N. (2020). Using Digital Games for Sexual Education: Design Rules, Issues, and Applications. In: Groen, M., Kiel, N., Tillmann, A., Weßel, A. (eds) Games and Ethics. Digitale Kultur und Kommunikation, vol 7. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-28175-5_14
Download citation
DOI: https://doi.org/10.1007/978-3-658-28175-5_14
Published:
Publisher Name: Springer VS, Wiesbaden
Print ISBN: 978-3-658-28174-8
Online ISBN: 978-3-658-28175-5
eBook Packages: EducationEducation (R0)