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一项针对少数族裔青少年的降低风险和预防人类免疫缺陷病毒的电子游戏干预随机对照试验的设计与实施:《向前玩:榆树城故事》

The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories.

作者信息

Fiellin Lynn E, Kyriakides Tassos C, Hieftje Kimberly D, Pendergrass Tyra M, Duncan Lindsay R, Dziura James D, Sawyer Benjamin G, Fiellin David A

机构信息

play2PREVENT Lab, Yale University School of Medicine, New Haven, CT, USA

Yale School of Public Health, New Haven, CT, USA.

出版信息

Clin Trials. 2016 Aug;13(4):400-8. doi: 10.1177/1740774516637871. Epub 2016 Mar 24.

Abstract

BACKGROUND

To address the need for risk behavior reduction and human immunodeficiency virus prevention interventions that capture adolescents "where they live," we created a tablet-based videogame to teach skills and knowledge and influence psychosocial antecedents for decreasing risk and preventing human immunodeficiency virus infection in minority youth in schools, after-school programs, and summer camps.

METHODS

We developed PlayForward: Elm City Stories over a 2-year period, working with researchers, commercial game designers, and staff and teens from community programs. The videogame PlayForward provides an interactive world where players, using an avatar, "travel" through time, facing challenges such as peer pressure to drink alcohol or engage in risky sexual behaviors. Players experience how their choices affect their future and then are able to go back in time and change their choices, creating different outcomes. A randomized controlled trial was designed to evaluate the efficacy of PlayForward. Participants were randomly assigned to play PlayForward or a set of attention/time control games on a tablet at their community-based program. Assessment data were collected during face-to-face study visits and entered into a web-based platform and unique real-time "in-game" PlayForward data were collected as players engaged in the game. The innovative methods of this randomized controlled trial are described. We highlight the logistical issues of conducting a large-scale trial using mobile technology such as the iPad(®), and collecting, transferring, and storing large amounts of in-game data. We outline the methods used to analyze the in-game data alone and in conjunction with standardized assessment data to establish correlations between behaviors during gameplay and those reported in real life. We also describe the use of the in-game data as a measure of fidelity to the intervention.

RESULTS

In total, 333 boys and girls, aged 11-14 years, were randomized over a 14-month period: 166 were assigned to play PlayForward and 167 to play the control games. To date (as of 1 March 2016), 18 have withdrawn from the study; the following have completed the protocol-defined assessments: 6 weeks: 271 (83%), 3 months: 269 (84%), 6 months: 254 (79%), 12 months: 259 (82%), and 24 months: is ongoing with 152 having completed out of the 199 participants (76%) who were eligible to date (assessment windows were still open).

CONCLUSION

Videogames can be developed to address complex behaviors and can be subject to empiric testing using community-based randomized controlled trials. Although mobile technologies pose challenges in their use as interventions and in the collection and storage of data they produce, they provide unique opportunities as new sources of potentially valid data and novel methods to measure the fidelity of digitally delivered behavioral interventions.

摘要

背景

为满足减少风险行为及预防人类免疫缺陷病毒(HIV)干预措施的需求,这类措施需在青少年“生活场所”开展,我们开发了一款基于平板电脑的电子游戏,用于传授技能与知识,并影响心理社会因素,以降低少数族裔青少年在学校、课外项目及夏令营中的风险行为,预防HIV感染。

方法

我们耗时两年开发了《向前玩:榆树城故事》,与研究人员、商业游戏设计师以及社区项目的工作人员和青少年合作。电子游戏《向前玩》提供了一个互动世界,玩家使用虚拟角色“穿越”时间,面临诸如来自同伴饮酒压力或危险性行为等挑战。玩家体验自身选择如何影响未来,然后能够回到过去改变选择,创造不同结果。设计了一项随机对照试验来评估《向前玩》的效果。参与者被随机分配在其社区项目中在平板电脑上玩《向前玩》或一组注意力/时间控制游戏。评估数据在面对面研究访问期间收集并录入基于网络的平台,并且在玩家玩游戏时收集独特的实时“游戏内”《向前玩》数据。描述了这项随机对照试验的创新方法。我们强调了使用诸如iPad(®)等移动技术进行大规模试验以及收集、传输和存储大量游戏内数据的后勤问题。我们概述了单独分析游戏内数据以及将其与标准化评估数据结合使用的方法,以建立游戏过程中的行为与现实生活中报告的行为之间的相关性。我们还描述了将游戏内数据用作干预保真度衡量标准的用途。

结果

在14个月期间,总共333名年龄在11 - 14岁的男孩和女孩被随机分组:166人被分配玩《向前玩》,167人玩对照游戏。截至(截至2016年3月1日),18人退出研究;以下人员完成了方案定义的评估:6周:271人(83%),3个月:269人(84%),6个月:254人(79%),12个月:259人(82%),24个月:正在进行,在截至目前符合条件的199名参与者中有152人完成(76%)(评估窗口仍开放)。

结论

可以开发电子游戏来解决复杂行为问题,并可通过基于社区的随机对照试验进行实证测试。尽管移动技术在用作干预措施以及收集和存储它们产生的数据方面存在挑战,但它们作为潜在有效数据的新来源以及测量数字交付行为干预保真度的新方法提供了独特机会。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e1c4/4942329/dee173d711c0/nihms775649f1a.jpg

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