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The activities do not reflect these goals themselves.Simulating relationships seems a more difficult concept to pull off in video games.
Adam Balen, chairman of the British Fertility Society (BFS), said: 'We need to get the message across early and consistently to get the habits right from the start'Professor Balen said the teaching of issues concerning fertility should be on the curriculum.'It needs to be embedded in everyday schooling, and to become a routine part of PSHE [personal, social, health and economic education].'Norman Wells, of the Family Education Trust, said: 'There is doubtless a time and place for communicating the message that female fertility declines with age and that motherhood cannot be put off indefinitely, but the majority of parents will take the view that the time is not prior to puberty and the place is not the primary school classroom.While love, sex, and romance are topics considered in most mediums, games have not always had the greatest success in doing so.That isn’t to say that the pursuit of the object of one’s attention is not a central concern of gaming.'This is about how to be healthy and how to protect your future, and about getting things right early,' Professor Balen told the European Society of Human Reproduction and Embryology in Helsinki, Finland.'This is something we have been discussing a lot at the BFS.There were worries about diluting the message [that teenage girls should avoid getting pregnant] and we still have to advise about avoiding STIs [sexually transmitted infections] – but we also need to ensure that young people are getting a better understanding of fertility.
Around one in five British couples suffer infertility.
Professor Balen said a survey by the BFS this year found four in five people aged between 16 and 24 wrongly believed female fertility does not start to decline until after the age of 35, when fertility is actually in decline from the late 20s. Around one in five British couples suffer infertility.
After all, from gaming’s earliest days, from Donkey Kong to Super Mario Bros., the idea of love as a central motivator for the protagonist of a game has been a mainstay.
That being said, Mario’s quest to rescue Pauline from Donkey Kong or Mario’s search for Princes Peach are merely narrative devices in those old Nintendo titles.
They suggest a reason to ascend a tower of girders to face off against a giant ape or to vault chasms in quest of a princess, but the game mechanics that these goals promote are ones related to action, not romance.
They are narrative justifications for gameplay activities.