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Menstrual Monster: A Tangible Interactive Co-educational Game Designed for Teenagers

Published: 28 April 2022 Publication History

Abstract

Learning menstruation in early adolescence could reduce teenagers’ misunderstanding of it and help them treat menstruation in a proper way. This paper explored a tangible game for teenagers of different genders learning menstruation through collaborative playing. The game included five levels where users play together and learn the cause, products, symptoms of menstruation as well as try to judge some scenarios and listen to audios about menstruation. In our user study, we invited three groups of teenagers ages 11 to 16. Each group contained at least one male and one female, and we let them play the game freely. Teenagers were successfully able to play the game collaboratively, learn menstruation-related knowledge. The results revealed motivation differences related to gender, and after the game, teenagers demonstrated the observable change of the attitude towards menstruation.

Supplementary Material

MP4 File (3491101.3519723-talk-video.mp4)
Talk Video

References

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Cited By

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  • (2024)MyWay: a 3D and audio-enhanced transportation learning kit for the visually impaired teenagersCCF Transactions on Pervasive Computing and Interaction10.1007/s42486-024-00163-yOnline publication date: 23-Jul-2024
  • (2023)MenstruWear: In-The-Wild Study For Characterizing The Effect Of User Activities On Sanitary Napkin-Based Bodily Fluid MonitoringProceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter10.1145/3605390.3605404(1-12)Online publication date: 20-Sep-2023
  • (2023)“Information-Backward but Sex-Forward”: Navigating Masculinity towards Intimate Wellbeing and Heterosexual RelationshipsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581478(1-16)Online publication date: 19-Apr-2023
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Published In

cover image ACM Conferences
CHI EA '22: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems
April 2022
3066 pages
ISBN:9781450391566
DOI:10.1145/3491101
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 28 April 2022

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Author Tags

  1. Adolescence
  2. Educational game
  3. Menstrual health
  4. Physical tangible interactions

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  • Refereed limited

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CHI '22
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CHI '22: CHI Conference on Human Factors in Computing Systems
April 29 - May 5, 2022
LA, New Orleans, USA

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Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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Cited By

View all
  • (2024)MyWay: a 3D and audio-enhanced transportation learning kit for the visually impaired teenagersCCF Transactions on Pervasive Computing and Interaction10.1007/s42486-024-00163-yOnline publication date: 23-Jul-2024
  • (2023)MenstruWear: In-The-Wild Study For Characterizing The Effect Of User Activities On Sanitary Napkin-Based Bodily Fluid MonitoringProceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter10.1145/3605390.3605404(1-12)Online publication date: 20-Sep-2023
  • (2023)“Information-Backward but Sex-Forward”: Navigating Masculinity towards Intimate Wellbeing and Heterosexual RelationshipsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581478(1-16)Online publication date: 19-Apr-2023
  • (2023)A “magic world” for children: Design and development of a serious game to improve spatial abilityComputer Animation and Virtual Worlds10.1002/cav.218134:3-4Online publication date: 18-May-2023

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