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Using Digital Games for Sexual Education: Design Rules, Issues, and Applications

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Games and Ethics

Part of the book series: Digitale Kultur und Kommunikation ((DKK,volume 7))

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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.

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Notes

  1. 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. 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. 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. 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. 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.

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Correspondence to Nina Kiel .

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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

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  • DOI: https://doi.org/10.1007/978-3-658-28175-5_14

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