Jozkowski Kristen N, Ekbia Hamid R
1 Department of Health, Human Performance and Recreation, University of Arkansas , Fayetteville, Arkansas.
2 The Kinsey Institute for Research in Sex, Gender, & Reproduction, Indiana University , Bloomington, Indiana.
Games Health J. 2015 Apr;4(2):95-106. doi: 10.1089/g4h.2014.0056. Epub 2014 Dec 17.
Sexual assault is prevalent among college students. In response, universities have implemented prevention education initiatives. These interventions, however, often ignore the broader sociocultural context in which sexual violence occurs. This calls for innovative approaches in prevention education, which address the broader context. Computer games provide such an opportunity by providing simulated real-life scenarios, nonlinear narratives, and an interactive medium. We report the development and pilot testing of "Campus Craft," a game prototype that focuses, among other things, on sexual assault prevention.
The prototype was developed through a participatory design process; students, educators, and subject matter experts helped design and develop scenarios, game mechanics, and learning objectives. The prototype was evaluated by college students (n=141) in a multi-method approach. The evaluation encompassed issues of usability, game mechanics, attitudes, and learning outcomes.
Findings indicated that participants rated various aspects of the game positively. Additionally, use of "Campus Craft" contributed to differences in student learning of prevention concepts between the pre- and post-test such that students scored higher on the post-test.
Findings demonstrate that, on average, students learned several core concepts related to sexual consent and rape culture through gameplay. Results suggest that computer-based gaming may be a viable avenue for sexual assault prevention education. Findings demonstrate that this approach could be effective in increasing student knowledge and understanding of factors that contribute to sexual assault in college. Future research is needed to corroborate findings and better understand the feasibility of using this approach among larger samples of college students.
性侵犯在大学生中很普遍。作为回应,大学实施了预防教育举措。然而,这些干预措施往往忽视了性暴力发生的更广泛的社会文化背景。这就需要在预防教育中采用创新方法,以应对更广泛的背景。电脑游戏通过提供模拟现实生活场景、非线性叙事和互动媒介提供了这样一个机会。我们报告了“校园Craft”游戏原型的开发和试点测试情况,该游戏原型除其他外,重点关注性侵犯预防。
该原型是通过参与式设计过程开发的;学生、教育工作者和主题专家帮助设计和开发场景、游戏机制和学习目标。该原型由大学生(n = 141)采用多种方法进行评估。评估涵盖了可用性、游戏机制、态度和学习成果等问题。
研究结果表明,参与者对游戏的各个方面给予了积极评价。此外,使用“校园Craft”导致学生在测试前和测试后对预防概念的学习出现差异,使得学生在测试后的得分更高。
研究结果表明,平均而言,学生通过游戏玩法学习了几个与性同意和强奸文化相关的核心概念。结果表明,基于电脑的游戏可能是性侵犯预防教育的一条可行途径。研究结果表明,这种方法在增加学生对导致大学中性侵犯的因素的认识和理解方面可能是有效的。需要进一步的研究来证实这些发现,并更好地了解在更大规模的大学生样本中使用这种方法的可行性。