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March 09, 2006
Topic for Discussion - Contraception and Sensuality
For a stereotypical teenage boy (not to mention some grown men I know), telling his friends that he's going to "get lucky" next weekend is bragging... but buying condoms at a drugstore is embarassing... even though both actions are logically equivalent (more or less).
Why?
Let's take it one step further. We already know from the McDonalds Game that a game can challenge how a player thinks of a topic; if a game can make you think about where that burger you're about to eat comes from, maybe it can make you think of exactly what will happen to you if you don't bring some protection with you.
What is required to make a game's message really stick in the player's mind?
As a proof-of-concept, if you wanted to apply that to a game that encourages players to think about protection the next time have sex, what elements would that game have to have to be maximally effective?
Posted by IanSchreiber at March 9, 2006 09:52 AM | Discuss this post on our forums