Hieftje Kimberly, Rosenthal Marjorie S, Camenga Deepa R, Edelman E Jennifer, Fiellin Lynn E
Department of Internal Medicine, Yale University School of Medicine, New Haven, CT, Robert Wood Johnson Foundation Clinical Scholars Program, VA Connecticut Healthcare System, Center for Interdisciplinary Research on AIDS, Yale School of Public Health, New Haven, CT.
Games Health J. 2012 Aug 10;1(4):294-298. doi: 10.1089/g4h.2012.0025.
To inform the development of an interactive video game focused on behavior change to reduce risk and promote HIV prevention in young minority adolescents.
We used qualitative methods guided by community-partnered research principles to conduct and analyze 16 individual interviews and six focus groups with 10-15 year old boys and girls (36 unique participants) at a neighborhood-based non-profit organization serving youth from low-resource neighborhoods.
We identified three recurring themes. Adolescents report protective factors and facilitators to engaging in risk behaviors including: 1) their personal ability to balance the tension between individuation and group membership; 2) the presence of stable mentor figures in their life; and 3) the neighborhood in which they live.
By conducting a qualitative study guided by community-partnered research principles, we identified themes from our target audience that could be translated into a video game-based intervention, including the storyline and character development. These methods may increase the intervention's efficacy at promoting HIV prevention by making them more tailored and relevant to a specific population.
介绍一款互动视频游戏的开发情况,该游戏聚焦行为改变,旨在降低风险并促进少数族裔青少年预防艾滋病病毒。
我们采用以社区合作研究原则为指导的定性方法,在一个为资源匮乏社区青少年服务的邻里非营利组织,对10至15岁的男孩和女孩(36名不同参与者)进行并分析了16次个人访谈和6次焦点小组访谈。
我们确定了三个反复出现的主题。青少年报告了参与危险行为的保护因素和促进因素,包括:1)他们个人平衡个性化与群体成员身份之间紧张关系的能力;2)生活中有稳定的指导人物;3)他们居住的社区。
通过开展以社区合作研究原则为指导的定性研究,我们从目标受众中确定了一些主题,这些主题可转化为基于视频游戏的干预措施,包括故事情节和角色发展。这些方法可能会使干预措施更具针对性且与特定人群更相关,从而提高其在促进艾滋病预防方面的效果。