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Likely Story

The Game

Studio Jayne is currently building and scaling Likely Story (Formerly That's Sus)—a digital game that, on the surface, is about how to deal with awkward romantic relationship scenarios. However, all of the content in the game is based on how pimps and traffickers use romantic relationships to coerce girls into sex trafficking.

The game is not meant to scare, but rather to give the most likely victims of trafficking, teenage girls, a medium to explore, discuss, and understand a complicated issue. By incorporating humor and funny moments, the game creates a safe space for girls to discuss more challenging topics candidly. The game can help girls figure out how to say no and how to play out a scenario before it could happen in real life. This gives her the tools to navigate a challenging real-life event.

An interactive game developed in partnership with Studio Jayne that engages youth in real life scenarios to teach about healthy boundaries and relationship red flags. Honored for Best Games: Public Service, Activism and Social Impact in the 25th Annual Webby Awards and awarded two silver Anthem Awards for Human & Civil Rights and Special Projects.

Play Game!

Likely Story - For Educators

Bring an effective sexual health program into your  classroom.

Talking about sex, consent, and trafficking with teens can be awkward. We’re here to help.

Likely Story - For Educators

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Likely Story is a collaboration between Studio Jayne and Victim Services Durham Region and Ontario Network of Victim Service Providers. Our partnership leverages the Victim Services Network depth of expertise in sex trafficking and their ability to provide crisis response, intervention and prevention services. Together, we are addressing the prevention of sex trafficking, and creating engaging experiences that communicate directly with those who are most likely to be trafficked.

This work began as a graduate school project created by Michelle Kwon, Meghan Lazier, and Robin Newman, originally called Say No More. In 2015, they won a $20,000 Sappi Ideas That Matter grant to pilot 500 versions of the card game. In 2020, they pivoted to a digital game, and have received over $750,000 CAD in funding from the following organizations:

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