Iterative Design and Testing for the Development of a Game-Based Chlamydia Awareness Intervention: A Pilot Study

Games Health J. 2017 Aug;6(4):205-216. doi: 10.1089/g4h.2016.0112.

Abstract

Objectives: Herein we describe a methodology for developing a game-based intervention to raise awareness of Chlamydia and other sexually transmitted infections among youth in Boston's underserved communities.

Materials and methods: We engaged in three design-based experiments. These utilized mixed methods, including playtesting and assessment methods, to examine the overall effectiveness of the game. In this case, effectiveness is defined as (1) engaging the target group, (2) increasing knowledge about Chlamydia, and (3) changing attitudes toward Chlamydia testing. These three experiments were performed using participants from different communities and with slightly different versions of the game, as we iterated through the design/feedback process.

Results: Overall, participants who played the game showed a significant increase in participants' knowledge of Chlamydia compared with those in the control group (P = 0.0002). The version of the game, including elements specifically targeting systemic thinking, showed significant improvement in participants' intent to get tested compared with the version of the game without such elements (Stage 2: P > 0.05; Stage 3: P = 0.0045). Furthermore, during both Stage 2 and Stage 3, participants showed high levels of enjoyment, mood, and participation and moderate levels of game engagement and social engagement. During Stage 3, however, participants' game engagement (P = 0.0003), social engagement (P = 0.0003), and participation (P = 0.0003) were significantly higher compared with those of Stage 2. Thus, we believe that motivation improvements from Stage 2 to 3 were also effective. Finally, participants' overall learning effectiveness was correlated with their prepositive affect (r = 0.52) and their postproblem hierarchy (r = -0.54).

Conclusion: The game improved considerably from its initial conception through three stages of iterative design and feedback. Our assessment methods for each stage targeted and integrated learning, health, and engagement outcomes. Lessons learned through this iterative design process are a great contribution to the games for health community, especially in targeting the development of health and learning goals through game design.

Keywords: Chlamydia; Game engagement; Iterative design.

MeSH terms

  • Adolescent
  • Boston
  • Chlamydia / pathogenicity
  • Chlamydia Infections / diagnosis*
  • Chlamydia Infections / psychology*
  • Female
  • Games, Recreational / psychology*
  • Health Education / methods*
  • Health Education / standards
  • Humans
  • Interpersonal Relations
  • Male
  • Pilot Projects
  • Young Adult