Patchen Loral, Ellis Lindsey, Ma Tony Xuyen, Ott Corilyn, Chang Katie H K, Araya Brook, Atreyapurapu Sravanthi, Alyusuf Amal, Gaines Lanzi Robin
MedStar Washington Hospital Center, Washington, DC, United States.
Benten Technologies, Manassas, VA, United States.
JMIR Serious Games. 2020 Jan 31;8(1):e16254. doi: 10.2196/16254.
Although teen pregnancy rates decreased dramatically in the United States over the past decade, the rates of sexually transmitted infections (STIs) among adolescents and young adults increased. STI rates disproportionately affect African American youth and young adults. Innovative, accessible, and culturally relevant sexual health interventions are urgently needed.
This study aimed to identify the optimal modality for a game-based sexual health intervention; develop the educational, entertainment, and technological aspects of the serious game; and demonstrate its usability and acceptance by the target population.
This project was grounded in formative data collection with community-based participatory research principles and practices combined with a user-centered design and development approach. Sexually Active Adolescent-Focused Education (SAAFE) was developed using input and feedback from African American youths aged 15 to 21 years who participated in a youth advisory board and focus group discussions to inform the co-design and cocreation of the serious game. The process was highly iterative with multiple sessions for user input following design changes. It proceeded in 3 stages. Social cognitive theory and problem-solving theory were leveraged to provide evidence-based, trauma-informed education through a serious game. Usability testing assessed the quality of user experience with the prototype.
Across all 3 stages, a total of 86 self-identified African American males and females aged 15 to 21 years from the District of Columbia and Birmingham, Alabama, participated. Participants requested a dating simulation game. They wanted SAAFE to be customizable, realistic, entertaining, educational, modern, and experiential, linking consequences to their gameplay decisions. Usability testing resulted in an initial System Usability Survey score of 77.7, placing the game in the 82nd percentile and above average for usability.
Initial results suggest that the SAAFE prototype is a promising intervention to engage African American youth in sexual health education using a role-playing game. If proven efficacious, the game has the potential to meet the need for sex education, counterbalance unhealthy portrayals of sex in popular media, and respond to the disparities in the STI epidemic.
尽管在过去十年中美国青少年怀孕率大幅下降,但青少年和青年人性传播感染(STIs)率却有所上升。性传播感染率对非裔美国青年的影响尤为严重。迫切需要创新、易获取且与文化相关的性健康干预措施。
本研究旨在确定基于游戏的性健康干预的最佳形式;开发严肃游戏的教育、娱乐和技术方面;并展示其在目标人群中的可用性和可接受性。
本项目基于形成性数据收集,采用社区参与式研究原则和实践,并结合以用户为中心的设计和开发方法。以15至21岁的性活跃青少年为重点的教育(SAAFE)是在参与青年咨询委员会和焦点小组讨论的15至21岁非裔美国青年的投入和反馈基础上开发的,以指导严肃游戏的共同设计和共同创作。该过程具有高度迭代性,在设计更改后进行多轮用户输入。它分三个阶段进行。利用社会认知理论和问题解决理论,通过严肃游戏提供基于证据的、创伤知情的教育。可用性测试评估了用户对原型的体验质量。
在所有三个阶段,共有来自哥伦比亚特区和阿拉巴马州伯明翰的86名15至21岁自我认同的非裔美国男性和女性参与。参与者要求一款约会模拟游戏。他们希望SAAFE具有可定制性、现实性、娱乐性、教育性、现代性和体验性,将后果与他们的游戏决策联系起来。可用性测试得出初始系统可用性调查得分为77.7,使该游戏在可用性方面处于第82百分位且高于平均水平。
初步结果表明,SAAFE原型是一种有前景的干预措施,可通过角色扮演游戏让非裔美国青年参与性健康教育。如果被证明有效,该游戏有可能满足性教育需求,抵消流行媒体中不健康的性描绘,并应对性传播感染流行中的差异。