Literature DB >> 28816513

Iterative Design and Testing for the Development of a Game-Based Chlamydia Awareness Intervention: A Pilot Study.

Rui Jiang1, James McKanna2, Samantha Calabrese3, Magy Seif El-Nasr4,5.   

Abstract

OBJECTIVES: Herein we describe a methodology for developing a game-based intervention to raise awareness of Chlamydia and other sexually transmitted infections among youth in Boston's underserved communities.
MATERIALS AND METHODS: We engaged in three design-based experiments. These utilized mixed methods, including playtesting and assessment methods, to examine the overall effectiveness of the game. In this case, effectiveness is defined as (1) engaging the target group, (2) increasing knowledge about Chlamydia, and (3) changing attitudes toward Chlamydia testing. These three experiments were performed using participants from different communities and with slightly different versions of the game, as we iterated through the design/feedback process.
RESULTS: Overall, participants who played the game showed a significant increase in participants' knowledge of Chlamydia compared with those in the control group (P = 0.0002). The version of the game, including elements specifically targeting systemic thinking, showed significant improvement in participants' intent to get tested compared with the version of the game without such elements (Stage 2: P > 0.05; Stage 3: P = 0.0045). Furthermore, during both Stage 2 and Stage 3, participants showed high levels of enjoyment, mood, and participation and moderate levels of game engagement and social engagement. During Stage 3, however, participants' game engagement (P = 0.0003), social engagement (P = 0.0003), and participation (P = 0.0003) were significantly higher compared with those of Stage 2. Thus, we believe that motivation improvements from Stage 2 to 3 were also effective. Finally, participants' overall learning effectiveness was correlated with their prepositive affect (r = 0.52) and their postproblem hierarchy (r = -0.54).
CONCLUSION: The game improved considerably from its initial conception through three stages of iterative design and feedback. Our assessment methods for each stage targeted and integrated learning, health, and engagement outcomes. Lessons learned through this iterative design process are a great contribution to the games for health community, especially in targeting the development of health and learning goals through game design.

Entities:  

Keywords:  Chlamydia; Game engagement; Iterative design

Mesh:

Year:  2017        PMID: 28816513      PMCID: PMC5583553          DOI: 10.1089/g4h.2016.0112

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


  13 in total

1.  A randomized controlled trial testing an HIV prevention intervention for Latino youth.

Authors:  Antonia M Villarruel; John B Jemmott; Loretta S Jemmott
Journal:  Arch Pediatr Adolesc Med       Date:  2006-08

2.  Gamification strategy on prevention of STDs for youth.

Authors:  Elia Gabarron; Thomas Schopf; J Artur Serrano; Luis Fernandez-Luque; Enrique Dorronzoro
Journal:  Stud Health Technol Inform       Date:  2013

3.  Promoting Sex Education Among Teenagers Through an Interactive Game: Reasons for Success and Implications.

Authors:  Samuel Kai Wah Chu; Alvin C M Kwan; Rebecca Reynolds; Robin R Mellecker; Frankie Tam; Grace Lee; Athena Hong; Ching Yin Leung
Journal:  Games Health J       Date:  2015-02-06

4.  "RePlay Health": An Experiential Role-Playing Sport for Modeling Healthcare Decisions, Policies, and Outcomes.

Authors:  Geoff Kaufman; Mary Flanagan; Max Seidman; Simone Wien
Journal:  Games Health J       Date:  2015-04-22

5.  Methods for game user research: studying player behavior to enhance game design.

Authors:  Heather Desurvire; Magy Seif El-Nasr
Journal:  IEEE Comput Graph Appl       Date:  2013 Jul-Aug       Impact factor: 2.088

6.  Design and evaluation of a computer game to promote a healthy diet for young adults.

Authors:  Wei Peng
Journal:  Health Commun       Date:  2009-03

7.  Interactive video behavioral intervention to reduce adolescent females' STD risk: a randomized controlled trial.

Authors:  Julie S Downs; Pamela J Murray; Wändi Bruine de Bruin; Joyce Penrose; Claire Palmgren; Baruch Fischhoff
Journal:  Soc Sci Med       Date:  2004-10       Impact factor: 4.634

8.  Effective Interventions to Reduce Sexually Transmitted Disease: Introduction to the Special Issue.

Authors:  Thomas A Peterman; Marion W Carter
Journal:  Sex Transm Dis       Date:  2016-02       Impact factor: 2.830

9.  Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity.

Authors:  Arlen C Moller; Sara Majewski; Melanie Standish; Pooja Agarwal; Aleksandra Podowski; Rebecca Carson; Biruk Eyesus; Aakash Shah; Kristin L Schneider
Journal:  JMIR Serious Games       Date:  2014-11-25       Impact factor: 4.143

10.  Reducing shame in a game that predicts HIV risk reduction for young adult MSM: a randomized trial delivered nationally over the Web.

Authors:  John L Christensen; Lynn Carol Miller; Paul Robert Appleby; Charisse Corsbie-Massay; Carlos Gustavo Godoy; Stacy C Marsella; Stephen J Read
Journal:  J Int AIDS Soc       Date:  2013-11-13       Impact factor: 5.396

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  2 in total

1.  Utilizing Theories and Evaluation in Digital Gaming Interventions to Increase Human Papillomavirus Vaccination Among Young Males: Qualitative Study.

Authors:  Gabrielle Darville; Jade Burns; Tanaka Chavanduka; Charkarra Anderson-Lewis
Journal:  JMIR Serious Games       Date:  2021-01-22       Impact factor: 4.143

2.  Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification.

Authors:  Hussein Haruna; Xiao Hu; Samuel Kai Wah Chu; Robin R Mellecker; Goodluck Gabriel; Patrick Siril Ndekao
Journal:  Int J Environ Res Public Health       Date:  2018-09-17       Impact factor: 3.390

  2 in total

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