Chlamydia is an infection caused by Chlamydia trachomatis bacteria. It can usually spread from one person to another through unprotective sex or contact with infected genital fluid (semen or vaginal fluid). Statistic shows on 2013, 200,000 people were tested positive in England and 7 in every 10-people diagnosed with condition were under 25 indicating that is it most common in sexually active teenagers and younger adults. Untreated chlamydia may develop pelvic inflammatory disease (PID), a condition that causes internal genital organs to be permanently damaged. This can be prevented by increase in chlamydia awareness for teenagers and younger adults. Technology can be best medium to raise this awareness as it is more relatable to younger teenagers in this generation. This was also invested in an article “Iterative Design and Testing for the Development of a Game-Based Chlamydia Awareness Intervention”. The researchers were developing a game which based on interaction and educational process on STI’s with the main target of informing youths of Chlamydia, trying to prove the game’s effectiveness by analysing the participant’s engagement through each of the three stages. Due to the concern of rising population of 110 million infected by sexually transmitted diseases (STI’s) in 2008, the Boston Public Health Commission participated to raise awareness. The focus was the outcome that the young audience who participated on the game would recognise the potential risks of Chlamydia in the foreseeable future. The researchers also took in the game methods previously conducted by Chu et al., Guana et al. and Miller et al., that had relative success to an extent while trying to achieve the level of awareness through games. The researchers developed a game called “Neighbourhood”, which is an alternate reality game based on social interactions. The game gives medical advice to people depending on the option chosen to terminate the future risk in between the rounds. The idea is that participant will lose points if they transfer the diseases from the option they choose such as not getting treated in the clinic and would win if they are healthy and have most point from each station. The game was divided into three stages as to investigate whether or not the test was successful to the extent that it raised awareness of participants. On the first stage the player was tested on qualitative approaches and was given questionnaires about the participants hobbies, lifestyle etc. The second stage was based on players experienced on game based intervention or control lecture, where a small class of participants were selected randomly to engage with the game tests on awareness of STI’s to test the knowledge of the participants. The final stage was an evaluation of participants who were more willingness about personal risks as well as using condoms for future engagement of sexual activity associated with Chlamydia. By analysing the results shown in the graphs of the article, it is shown that on stage one, the trivia phase was the most important and most enjoyable among the 88 participants as it engaged them with the Chlamydia’s knowledge. During stage two, the participants in the game intervention group showed an increase while the participants on the control group did not match to that of the latter. The researchers correlated a study of tests with rewarding system and found the game to be imbalanced in terms of time during stage two as it did not properly target the learning system, time consuming and confusing for participants. During stage three, the researchers saw a vast increase in participants willing to engage in safety and security environment as well as their intention to acquire more knowledge of Chlamydia. The researchers removed the lecture components to examine statistical increase of participants knowledge Pre-game and Post- game. They found out that the Post-game knowledge and intention of safety and testing themselves(participants) was greatly increased. By looking at the evidence, the conclusion can be drawn that interactive social based game (technology) is effective to spread awareness for youth as well as enjoyable for people to know about STI’s such as chlamydia and actions to reflect upon in their lives to avoid life threatening sexual diseases. about sexual infection such as Chlamydia. Technology can be one of the best media to raise awareness among youth because “It can stimulate an environment in which a student be immersed in realistic settings while resolving their real-life problems”. It provides an environment which is private form for education regarding a delicate topic such as chlamydia.