Literature DB >> 27336205

If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents.

Tyra M Pendergrass1, Kimberly Hieftje1, Cindy A Crusto1,2,3, Erika Montanaro1, Lynn E Fiellin1.   

Abstract

OBJECTIVE: Serious games are emerging as important tools that offer an innovative approach to teach adolescents behavioral skills to avoid risky situations. PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementation strategies is critical for successful dissemination.
MATERIALS AND METHODS: We collected interview data from four stakeholder groups regarding incorporating PlayForward into settings with adolescents. Transcripts were coded, creating a comprehensive code structure for each stakeholder group.
RESULTS: We conducted 40 semi-structured interviews that included 14 adolescents (aged 12-15 years; 10 boys), eight parents/guardians (all women), 12 after-school/school coordinators (nine women), and 14 community partners (13 women). We identified four themes that reflected stakeholders' perceptions about how the videogame might be implemented in real-world settings. (1) Stakeholder groups expressed that the topics of sex, alcohol, and drugs were not being taught in an educational setting. (2) Stakeholder groups saw a videogame as a viable option to teach about sex, alcohol, and drugs. (3) Stakeholder groups thought that the videogame would fit well into other settings, such as after-school programs or community organizations. (4) Some stakeholder groups highlighted additional tools that could help with implementation, such as manuals, homework assignments, and group discussion questions.
CONCLUSION: Stakeholder groups supported the game as a delivery vehicle for targeted content, indicating high acceptability but highlighting additional tools that would aid in implementation.

Entities:  

Mesh:

Year:  2016        PMID: 27336205      PMCID: PMC4991582          DOI: 10.1089/g4h.2015.0092

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  10 in total

Review 1.  Playing for real: video games and stories for health-related behavior change.

Authors:  Tom Baranowski; Richard Buday; Debbe I Thompson; Janice Baranowski
Journal:  Am J Prev Med       Date:  2008-01       Impact factor: 5.043

2.  Sexual health professionals' evaluations of a prototype computer-based contraceptive planning intervention for adolescents: implications for practice.

Authors:  K E Brown; C Abraham; P Joshi; L M Wallace
Journal:  Sex Health       Date:  2012-09       Impact factor: 2.706

3.  Planning for, implementing and assessing the impact of health promotion and behaviour change interventions: a way forward for health psychologists.

Authors:  L M Wallace; K E Brown; S Hilton
Journal:  Health Psychol Rev       Date:  2013-03-07

4.  The use of message framing to promote sexual risk reduction in young adolescents: a pilot exploratory study.

Authors:  Deepa R Camenga; Kimberly D Hieftje; Lynn E Fiellin; E Jennifer Edelman; Marjorie S Rosenthal; Lindsay R Duncan
Journal:  Health Educ Res       Date:  2014-01-21

5.  Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

Authors:  Lindsay R Duncan; Kimberly D Hieftje; Sabrina Culyba; Lynn E Fiellin
Journal:  Transl Behav Med       Date:  2014-03       Impact factor: 3.046

6.  A qualitative study to inform the development of a video game for adolescent HIV prevention.

Authors:  Kimberly Hieftje; Marjorie S Rosenthal; Deepa R Camenga; E Jennifer Edelman; Lynn E Fiellin
Journal:  Games Health J       Date:  2012-08-10

7.  Implementing evidence-based practice in community mental health agencies: a multiple stakeholder analysis.

Authors:  Gregory A Aarons; Rebecca S Wells; Karen Zagursky; Danielle L Fettes; Lawrence A Palinkas
Journal:  Am J Public Health       Date:  2009-09-17       Impact factor: 9.308

8.  Novel methods to collect meaningful data from adolescents for the development of health interventions.

Authors:  Kimberly Hieftje; Lindsay R Duncan; Lynn E Fiellin
Journal:  Health Promot Pract       Date:  2014-02-11

Review 9.  Electronic media-based health interventions promoting behavior change in youth: a systematic review.

Authors:  Kimberly Hieftje; E Jennifer Edelman; Deepa R Camenga; Lynn E Fiellin
Journal:  JAMA Pediatr       Date:  2013-06       Impact factor: 16.193

10.  Barriers to providing the sexuality education that teachers believe students need.

Authors:  Marla E Eisenberg; Nikki Madsen; Jennifer A Oliphant; Renee E Sieving
Journal:  J Sch Health       Date:  2013-05       Impact factor: 2.118

  10 in total
  3 in total

1.  Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.

Authors:  Lynn E Fiellin; Kimberly D Hieftje; Tyra M Pendergrass; Tassos C Kyriakides; Lindsay R Duncan; James D Dziura; Benjamin G Sawyer; Linda Mayes; Cindy A Crusto; Brian Wc Forsyth; David A Fiellin
Journal:  J Med Internet Res       Date:  2017-09-18       Impact factor: 5.428

2.  Development and Feasibility Testing of a Video Game to Reduce High-Risk Heterosexual Behavior in Spanish-Speaking Latinx Adolescents: Mixed Methods Study.

Authors:  Meredith J Pensak; Lisbet S Lundsberg; Nancy L Stanwood; Abigail S Cutler; Aileen M Gariepy
Journal:  JMIR Serious Games       Date:  2020-05-04       Impact factor: 4.143

3.  Online interventions to prevent mental health problems implemented in school settings: the perspectives from key stakeholders in Austria and Spain.

Authors:  Michael Zeiler; Stefanie Kuso; Martina Nitsch; Monika Simek; Tanja Adamcik; Rocio Herrero; Ernestina Etchemendy; Adriana Mira; Elia Oliver; Megan Jones Bell; Andreas Karwautz; Gudrun Wagner; Rosa Maria Baños Rivera; Cristina Botella; Karin Waldherr
Journal:  Eur J Public Health       Date:  2021-07-07       Impact factor: 3.367

  3 in total

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