Department of Obstetrics, Gynecology and Reproductive Sciences, Yale School of Medicine, New Haven, Connecticut.
play2PREVENT Laboratory, Yale School of Medicine, New Haven, Connecticut.
Games Health J. 2018 Dec;7(6):393-400. doi: 10.1089/g4h.2017.0142. Epub 2018 Oct 6.
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.
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。