Patchen et al., 2020 |
Methodological study in three stages (advisory board for the development of the game prototype, usability testing, and focus groups). |
Preference for simulation games that are customizable, modern, competitive, fun, and educational. The SAAFE game was developed and presented satisfactory usability. |
Pensak et al., 2020 |
Methodological study (participatory construction) and intervention, time series type, with a group. |
The Sexpert High School game was designed, demonstrated high feasibility and acceptability. Increased knowledge about condoms. |
Haruna et al., 2019 |
Methodological study (participatory construction) and intervention study (semi-experimental, pre- and post-test). |
My Future Begins Today was designed, generated knowledge about sexual health, and spurred a change in attitude. |
Winskell, Sabben, Obong’o, 2019 |
Methodological study (participatory construction). |
Development of the Tumaini game, which allows interactive construction of narratives, offers mini games with themed challenges, and a connection between the game and the player's personal life. |
Conceição et al., 2019 |
Methodological study - previous integrative review. |
The review showed a scarcity of materials on the subject. The "A aventura do adolescente com TEA: descobrindo a sexualidade" game was then developed. |
Monteiro et al., 2018 |
Methodological validation study by experts and target audience |
The DECIDIX game allowed debate, stimulated autonomy, knowledge sharing, and promoted important experiences. |
Sousa et al., 2018 |
Methodological validation study by experts. |
“Contando bem que mal tem?” was validated in terms of appearance and content and proved to be useful for educational practices. |
Bertozzi et al., 2018 |
Methodological study (participatory construction) and intervention study (semi-experimental, pre- and post-test). |
My Future Family featured high gameplay and educational benefits. |
Gariepy et al.,2018 |
Methodological and intervention study (quasi-experimental, time series, with one group). |
The game increased knowledge, self-efficacy, and risk perception but had no effect on adolescents’ intentions. |
Souza et al., 2017 |
Methodological study (validation by experts and qualitative assessment of the game). |
Papo Reto was constructed, validated, and demonstrated better knowledge about sexuality by sharing experiences and reflections. |
Fiellin et al., 2016 |
Methodological study (participatory construction) and intervention (randomized controlled trial with two groups, time series type). |
PlayForward was built, and the results of the intervention study are still under construction. |
Gilliam et al., 2015 |
Methodological study (participatory construction) and intervention (qualitative evaluation of the game). |
Lucidity was designed and perceived as an attractive, interactive game, but hard to understand. It has helped to acquire knowledge and promote awareness of sexual health and violence. |
Norris et al., 2015 |
Intervention study (controlled and randomized trial) with two groups, time series type. |
DRAMA-RAMA™ proved capable of increasing self-efficacy to resist peer pressure. |
Chu et al., 2015 |
Methodological study (participatory construction) and intervention, with a group, pre- and post- test. |
Making Smart Choices was classified as fun/interesting, and increased participants’ knowledge, influencing their attitudes/decisions. |
Gilliam et al., 2014 |
Methodological study (participatory construction) and intervention (game incorporated into the sex education curriculum), with a group, post-test. |
Only 27% of teenagers said they learned with the game InFection Four, with symptoms, treatment, and prevention being the topics with the greatest impact. |
Arnab et al., 2013 |
Methodological study (participatory construction) and intervention (controlled and randomized trial, with two groups, pre- and post-test). |
PREPARE facilitated the recognition of coercive situations, risk factors and behaviors, in addition to helping in decision-making. |