| Literature DB >> 26651616 |
Julie E Bayley1, Katherine E Brown2.
Abstract
BACKGROUND: With ongoing concerns about the sexual health and wellbeing of young people, there is increasing need to innovate intervention approaches. Engaging parents as agents to support their children, alongside capitalising on increasingly sophisticated technological options could jointly enhance support. Converting existing programmes into interactive game based options has the potential to broaden learning access whilst preserving behaviour change technique fidelity. However the acceptability of this approach and viability of adapting resources in this way is yet to be established. This paper reports on the process of converting an existing group programme ("What Should We Tell the Children?") and tests the acceptability within a community setting.Entities:
Mesh:
Year: 2015 PMID: 26651616 PMCID: PMC4674924 DOI: 10.1186/s12889-015-2545-0
Source DB: PubMed Journal: BMC Public Health ISSN: 1471-2458 Impact factor: 3.295
Original WSWTTC content and conversion details
| Group Session | Exercise title | Summary | Conversion into game element |
|---|---|---|---|
| 1: Is there more to it than the birds and the bees? | Birds and the bees and much more | Group discussion to identify topics within RS to increase parents’ understanding of breadth of SR | Not converted |
| Tree | Graphic representation (tree) to enable parents to visualise and track progress on the course | ||
| My job description | Small group discussion/individual work to develop a ‘job description’ for their unique role in SR communication. | ||
| Vocabulary | Group discussion of SR vocabulary to improve parents understanding, comfort and confidence in using appropriate terminology | ||
| 2: Is there a right time to talk about it? | My plan | Small group discussion and individual planning of age appropriate communication with children. | |
| Identifying opportunities | Group discussion to identify opportunities for/increase confidence in initiating SR communication in everyday life. | ||
| 3: What do I say when I’m put on the spot? | Story | Story about children’s reaction to poor school sex education and increase parents’ understanding that ineffective communication can lead to children seeking out answers from less reliable sources. | Scenario 1: Child asks parent to explain a documentary in which lions are mating |
| Basket of items | Group activity: parents pick an item from a box (e.g., condoms, bullying message on social media, adult magazine) and give their reaction as if they found this in their child’s room. Objectives include developing parents’ skills and confidence in responding calmly and effectively | Scenario 2: Parent finds variety of items (e.g., sexualised magazine, social media messages) in child’s room ( | |
| 4: What do I say and will they take any notice? | Considering my message | Individual and group activity to help parents develop clear values/messages regarding SR | Scenario 3: Child asks parents about same sex relationships |
| Improving your communication style | Role play: parents (acting as child) ask questions to the facilitator (acting as parent) to consider the effect of both bad and good communication. | Scenario 5: Child discusses emerging feelings for someone at school ( | |
| 5: Can I do this and still protect their innocence? | Risk and protection quiz | Multiple choice quiz to provide accurate information on (e.g.) adolescent sexual activity and children’s preference for parental communication. | Quiz: Quiz show rounds between scenes ( |
| Advice column | Group discussion using real ‘agony aunt’ questions, the group discusses the answers given and how their responses would differ. | Scenario 4: Child asks parents why they argue. ( | |
| 6: Can I do this without it being embarrassing? | Role play | Consolidate and practice knowledge/skills developed | Not converted |
| Action plan | Plan long term implementation of learning into the home |
Parents’ message framing preferences
| Framing component | Option types | Example | % pref |
|---|---|---|---|
| Positive vs. negative messages | Positive | If you talk with your children about sex and relationships, they will be better able to deal with difficulties | 100 % |
| Negative | if you don’t talk with your children about sex and relationships, they will be less able to deal with difficulties | 0 % | |
| Numeric feedback (summary at end of game) | Percentage | You respond positively to your child 80 % of the time. | 45.9 % |
| Fraction | You respond positively to your child four-fifths of the time | 0 % | |
| Ratio | You respond positively to your child four out of five times. | 16.4 % | |
| Proportion | You respond positively to your child more than three quarters of the time | 3.3 % | |
| General | You respond positively to your child most of the time | 34.4 % | |
| Evaluation statements | Statement only | You generally react negatively to difficult or embarrassing situations | 11.1 % |
| Statement + interpretation | You generally react negatively to difficult or embarrassing situations, probably because you don’t feel able to deal with them | 3.7 % | |
| Statement + suggested changes | You generally react negatively to difficult or embarrassing situations, and you need to think about how to understand things from your child’s perspective | 24.1 % | |
| Statement + targeted questions | You generally react negatively to difficult or embarrassing situations. Is this because you don’t know what to say? You don’t have the confidence? Or is it something else. Think about what is making you react so strongly at times | 35.2 % | |
| Statement + reflection from child’s perspective | You generally react negatively to difficult or embarrassing situations because you find it difficult to know how to respond. As a result you respond quickly, sometimes without finding out more information from your child first. You should think about how this impacts on your child | 25.9 % |
“What Should We Tell the Children?” game summary
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| The game provides parents with realistic scenarios of sex and relationships communication with their children, all based around a virtual house. Once registered, players are then able to select from two versions of the game – one for parents of younger children (aged 5–9) and one for older (aged 10–14). Both versions have similar content and the same gameplay, with slight dialogue differences to reflect the nature of conversations at different ages. The game is a first-person role play, with players proceeding through rooms of a virtual house and talking to ‘their children’. In each room they are faced with a different situation such as children asking awkward questions or finding objects of concern in their room (e.g., messages on social networking sites). Scenarios include: |
| 1. Child asks parent to explain a documentary in which lions are mating. |
| 2. Parent finds variety of items (e.g., sexualised magazine, social media messages) in child’s bedroom |
| 3. Child asks parents about same sex relationships |
| 4. Child asks about parents arguing |
| 5. Child discusses emerging feelings for someone at school |
| In each situation, the player must choose how to respond, and the scenario evolves accordingly with the child reacting to the parents’ choices. Scenes are interspersed with short quizzes to increase knowledge and raise awareness of key issues. Players receive feedback on their choices at the end of each scene and full feedback at the end of the game with tailored advice on how to improve their skills. Voice-overs for the child characters and atmospheric music were added to make the scenarios more engaging. All spoken text was displayed on screen so the game can be played with or without sound. The game takes approximately 1 h to complete, but can be played at the parent’s chosen pace. |
| The game can be viewed at |
Participant demographics
| Total | T1 | T2 | ||
|---|---|---|---|---|
| Demographics |
| % |
| % |
| Age | ||||
| Under 20 | 18 | 10.0 | 7 | 7.5 |
| 21–25 | 15 | 8.3 | 5 | 5.4 |
| 26–30 | 15 | 8.3 | 10 | 10.8 |
| 31–35 | 37 | 20.6 | 21 | 22.6 |
| 36–40 | 34 | 18.9 | 15 | 16.1 |
| 41–45 | 29 | 16.1 | 15 | 16.1 |
| 46–50 | 15 | 8.3 | 9 | 9.7 |
| 51–55 | 12 | 6.7 | 7 | 7.5 |
| 61+ | 2 | 1.1 | 2 | 2.2 |
| (Missing) | 3 | 1.7 | 2 | 2.2 |
| Ethnicity | ||||
| White British | 159 | 88.3 | 80 | 86.0 |
| White other | 6 | 3.3 | 5 | 5.4 |
| Indian (Asian/British Asian) | 8 | 4.4 | 5 | 5.4 |
| Bangladeshi (Asian/British Asian) | 3 | 1.7 | 1 | 1.1 |
| Pakistani (Asian/British Asian) | 2 | 1.1 | 2 | 2.2 |
| Asian other/Asian mixed | 1 | 0.6 | 0 | 0 |
| Mixed Heritage | 1 | 0.6 | 0 | 0 |
| Number of children | ||||
| 1 | 71 | 39.4 | 40 | 43.0 |
| 2 | 77 | 42.8 | 42 | 45.2 |
| 3 or more | 32 | 17.8 | 11 | 11.8 |
| Child’s age | ||||
| Pre-School/Primary | 107 | 59.4 | 58 | 62.4 |
| Secondary/over | 43 | 23.9 | 24 | 25.8 |
| Both | 19 | 10.6 | 8 | 8.6 |
| (Missing) | 169 | 93.9 | 3 | 3.2 |
| Length of time using computer | ||||
| Less than 6 months | 6 | 3.3 | 3 | 3.2 |
| Between 6 months and 1 year | 6 | 3.3 | 3 | 3.2 |
| 1–5 years | 11 | 6.1 | 4 | 4.3 |
| More than 5 years | 157 | 87.2 | 83 | 89.2 |
| Frequency accessing online resources | ||||
| At least once per day | 18 | 10.0 | 8 | 8.6 |
| At least once per week | 21 | 11.7 | 11 | 11.8 |
| At least once per month | 32 | 17.8 | 15 | 16.1 |
| Less than once per month | 65 | 36.1 | 33 | 35.5 |
| Never | 44 | 24.4 | 26 | 28.0 |
| Computer literacy | ||||
| Not at all good | 9 | 5.0 | 6 | 6.5 |
| Below average | 1 | 0.6 | 1 | 1.1 |
| Average | 27 | 15.0 | 11 | 11.8 |
| Competent | 55 | 30.6 | 28 | 30.1 |
| Very competent | 88 | 48.9 | 47 | 50.5 |
| Gender | ||||
| Female | 150 | 83.3 | 80 | 86.0 |
| Male | 30 | 16.7 | 13 | 14.0 |
Mean and standard deviation scores for TPB constructs at T1 and T2
| Construct | GAME | CONTROL | ||
|---|---|---|---|---|
| T1 | T2 | T1 | T2 | |
| INT | 6.25 (1.14) | 6.33 (1.25) | 5.86 (1.38) | 5.81 (1.52) |
| ATT | 6.01 (1.22) | 6.16 (0.99) | 5.71 (1.57) | 6.14 (1.10) |
| SN | 5.64 (1.08) | 5.70 (1.35) | 5.41 (1.33) | 5.54 (1.46) |
| PBC | 5.92 (1.21) | 6.22 (1.27) | 5.57 (1.48) | 5.63 (1.58) |
Fig. 1Participant flow through study conditions. *Two versions of the game were developed to reflect realistic dialogue differences between younger children (e.g., falling out with a schoolmate) and older children (e.g., having romantic feelings for a schoolmate). Gameplay and overall content were otherwise the same in both versions
Fig. 2Game acceptability ratings
Game factor analysis loadings
| Game acceptability | Mean | SD | Factor 1 | Factor 2 |
|---|---|---|---|---|
| I found the game useful | 5.50 | 1.44 | .895 | - |
| I found the game amusing | 4.80 | 1.63 | .805 | - |
| I would recommend the game to others as a parenting aid | 5.33 | 1.74 | .887 | - |
| I would recommend the game to others as a fun experience | 4.91 | 1.72 | .884 | - |
| I was anxious/worried playing the game ( | 5.78 | 1.74 | - | .826 |
| I was uncomfortable playing the game ( | 5.83 | 1.83 | - | .848 |
Linear regression results for cognitive acceptability of game (Factor 1)
| Constant | B | Standard error | β |
|
|---|---|---|---|---|
| TPB | ||||
| Attitude (T1) | .172 | .183 | .152 | .352 |
| PBC (T1) | .142 | .257 | .117 | .586 |
| Subjective norm (T1) | .303 | .294 | .208 | .310 |
| Intention (T1) | -.309 | .295 | -.200 | .301 |
| Demographics | ||||
| Age | -.133 | .147 | -.166 | .370 |
| Number of children | -.204 | .224 | .-.143 | .368 |
| Computer literacy/use | ||||
| Computer literacy | .305 | .249 | .189 | .228 |
| Frequency accessing online parenting resources | -.379 | .197 | -.298 | .062 |
Linear regression results for emotional acceptability of game (Factor 2)
| Constant | B | Standard error | β |
|
|---|---|---|---|---|
| TPB | ||||
| Attitude (T1) | -.268 | .208 | -.219 | .204 |
| PBC (T1) | .060 | .293 | .206 | .838 |
| Subjective norm (T1) | .612 | .335 | .390 | .075 |
| Intention (T1) | -.524 | .335 | -.314 | .126 |
| Demographics | ||||
| Age | -.127 | .167 | -.146 | .453 |
| Number of children | -.018 | .255 | -.012 | .943 |
| Computer literacy/use | ||||
| Computer literacy | -.151 | .284 | -.087 | .597 |
| Frequency accessing online parenting resources | .201 | .224 | .147 | .374 |
Summary of qualitative feedback (3 months post intervention)
| 1. Benefit of Serious Game Approach |
| • ‘Made it a bit more real than just the info you get in leaflets and books’. |
| • ‘I liked that fact that the situations presented were normal – watching TV, in the kitchen and so on’. |
| 2. Changing attitudes and behaviours |
| • ‘It’s so easy to get yourself tied up with what you should say, what you shouldn’t say, what will other parents think and so on. This game made me think more about how I say things and I how I keep things open with my kids…It’s more important to make sure your kids can come to you and talk when they need to’. |
| • ‘The game I think helped most by making me realise it’s more about making sure the channels of communication are open and discussing things rather than me just deciding what they need to know and sticking with that whatever they say’ |
| 3. Increasing awareness of opportunities |
| • ‘It made me realise maybe I’m not even noticing opportunities to talk about sex at home. Actually there was something that day that when I got back home, if I hadn’t played the game I don’t think I’d have picked up on at all. I wouldn’t have done anything with it, it would have passed me by, a comment my daughter made. Playing the game made me think about what I could be doing more’. |
| 4. Adjustment to own communication style: |
| • ‘My daughter is … starting to notice women in magazines and how glamorous/thin they are. When she was looking through a magazine I sat with her and chatted about the pictures. I wanted to shout they’re airbrushed and fake! But I knew if I did she’d stop listening right away. So I took some of the tips as my feedback suggested I tend to be a bit overkill and I took a breath and asked her what she thought, if she thought the photo might have been changed, what was beautiful about the lady, what was beautiful about other people and just chatted it through. By the end of the chat I’d made my point and I think crucially she’d felt that she’d come to that decision herself.’ |