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Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.电子游戏干预对少数族裔青少年性风险的降低作用:随机对照试验
J Med Internet Res. 2017 Sep 18;19(9):e314. doi: 10.2196/jmir.8148.
2
Abstinence-Only-Until-Marriage Policies and Programs: An Updated Position Paper of the Society for Adolescent Health and Medicine.禁欲至婚姻政策与项目:青少年健康医学学会更新立场文件。
J Adolesc Health. 2017 Sep;61(3):400-403. doi: 10.1016/j.jadohealth.2017.06.001.
3
Descriptions for Articles Introducing a New Game for Health.
Games Health J. 2014 Apr;3(2):55-6. doi: 10.1089/g4h.2014.0008.
4
A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games.一项关于涉及严肃数字游戏的性健康促进干预措施的系统评价与荟萃分析。
Games Health J. 2015 Apr;4(2):78-90. doi: 10.1089/g4h.2014.0110. Epub 2014 Nov 11.
5
Sexuality education: emerging trends in evidence and practice.性教育:证据与实践中的新趋势
J Adolesc Health. 2015 Jan;56(1 Suppl):S15-21. doi: 10.1016/j.jadohealth.2014.08.013.
6
A qualitative study to inform the development of a video game for adolescent HIV prevention.一项为开发一款预防青少年感染艾滋病毒的电子游戏提供信息依据的定性研究。
Games Health J. 2012 Aug 10;1(4):294-298. doi: 10.1089/g4h.2012.0025.
7
Electronic media-based health interventions promoting behavior change in youth: a systematic review.基于电子媒体的促进青少年行为改变的健康干预措施:系统评价。
JAMA Pediatr. 2013 Jun;167(6):574-80. doi: 10.1001/jamapediatrics.2013.1095.

开发和可行性测试一种视频游戏干预措施,以减少黑人和西班牙裔青少年的高风险性行为。

Development and Feasibility Testing of a Videogame Intervention to Reduce High-Risk Sexual Behavior in Black and Hispanic Adolescents.

机构信息

Department of Obstetrics, Gynecology and Reproductive Sciences, Yale School of Medicine, New Haven, Connecticut.

play2PREVENT Laboratory, Yale School of Medicine, New Haven, Connecticut.

出版信息

Games Health J. 2018 Dec;7(6):393-400. doi: 10.1089/g4h.2017.0142. Epub 2018 Oct 6.

DOI:10.1089/g4h.2017.0142
PMID:30299980
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6277080/
Abstract

Develop and test feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. Iterative design to develop intervention in partnership with target audience. Feasibility and preliminary impact data collected at baseline, following 2-3 hours of gameplay and at 8-week follow-up. Twenty-six 15-17-year-olds completed pilot testing: 16 (62%) were male, 20 (77%) black or Hispanic. Pilot testing demonstrated feasibility, including producing a usable videogame prototype, incorporating videogame testing within a high school, and participants' acceptability of the videogame. Participants' gameplay experience reflected that most would play the videogame again (77%), stated that they felt responsible for the choices they made in the videogame (73%), and would tell their friends to play the videogame (58%). Most suggested adding more videogame content to further engage participants. From baseline to follow-up, participants demonstrated improvements in condom and contraception self-efficacy ( = 0.003), risk perceptions ( = 0.009), and high-risk sexual behavior knowledge ( < 0.0001). Among black or Hispanic adolescents, we found improvements in summary measures of intentions ( = 0.04), self-efficacy ( = 0.003), risk perceptions ( = 0.002), and sexual knowledge ( = 0.0002). Adolescents with previous sexual experience showed similar improvements. Pilot testing of an innovative videogame, developed in partnership with the target audience, demonstrated feasibility and preliminary impact with this cohort of black or Hispanic adolescents. We developed a usable videogame prototype and gained important data about how to enhance the next videogame iteration. Future plans include targeting an older age group to maximize our ability to measure potential impact among sexually experienced adolescents.

摘要

开发并测试一款针对黑人和西班牙裔青少年的降低高危性行为的手机视频游戏干预措施的可行性。通过与目标受众合作,对干预措施进行迭代设计。在基线、2-3 小时游戏后和 8 周随访时收集可行性和初步影响数据。26 名 15-17 岁的青少年完成了试点测试:16 名(62%)为男性,20 名(77%)为黑人和西班牙裔。试点测试证明了可行性,包括制作出可用的视频游戏原型、在高中内进行视频游戏测试以及参与者对视频游戏的接受度。参与者的游戏体验反映出,大多数人会再次玩该视频游戏(77%),表示他们对自己在视频游戏中所做的选择负责(73%),并会告诉他们的朋友玩这个游戏(58%)。大多数人建议增加更多的视频游戏内容以进一步吸引参与者。从基线到随访,参与者在避孕套和避孕药具自我效能( = 0.003)、风险认知( = 0.009)和高危性行为知识( < 0.0001)方面均有改善。在黑人和西班牙裔青少年中,我们发现意图( = 0.04)、自我效能( = 0.003)、风险认知( = 0.002)和性知识( = 0.0002)的综合指标均有改善。有过性经验的青少年也有类似的改善。与目标受众合作开发的一款创新视频游戏的试点测试,在这个黑人和西班牙裔青少年群体中显示出了可行性和初步影响。我们开发了一个可用的视频游戏原型,并获得了关于如何增强下一个视频游戏迭代的重要数据。未来的计划包括针对年龄较大的群体,以最大限度地提高我们在有过性经验的青少年中测量潜在影响的能力。