Literature DB >> 30299980

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

Aileen M Gariepy1, Kimberly Hieftje2, Tyra Pendergrass2, Erica Miller3, James D Dziura4, Lynn E Fiellin2.   

Abstract

Objective: Develop and test feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. Materials and
Methods: 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.
Results: 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 (P = 0.003), risk perceptions (P = 0.009), and high-risk sexual behavior knowledge (P < 0.0001). Among black or Hispanic adolescents, we found improvements in summary measures of intentions (P = 0.04), self-efficacy (P = 0.003), risk perceptions (P = 0.002), and sexual knowledge (P = 0.0002). Adolescents with previous sexual experience showed similar improvements.
Conclusion: 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.

Entities:  

Keywords:  Adolescent; Disparity; High-risk sexual behavior; Videogame

Mesh:

Year:  2018        PMID: 30299980      PMCID: PMC6277080          DOI: 10.1089/g4h.2017.0142

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


  7 in total

1.  Descriptions for Articles Introducing a New Game for Health.

Authors:  Tom Baranowski
Journal:  Games Health J       Date:  2014-04

Review 2.  A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games.

Authors:  Ann DeSmet; Ross Shegog; Dimitri Van Ryckeghem; Geert Crombez; Ilse De Bourdeaudhuij
Journal:  Games Health J       Date:  2014-11-11

3.  Abstinence-Only-Until-Marriage Policies and Programs: An Updated Position Paper of the Society for Adolescent Health and Medicine.

Authors: 
Journal:  J Adolesc Health       Date:  2017-09       Impact factor: 5.012

Review 4.  Sexuality education: emerging trends in evidence and practice.

Authors:  Nicole Haberland; Deborah Rogow
Journal:  J Adolesc Health       Date:  2015-01       Impact factor: 5.012

5.  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

Review 6.  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

7.  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

  7 in total
  4 in total

1.  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

2.  Assessing Different Types of HIV Communication and Sociocultural Factors on Perceived HIV Stigma and Testing among a National Sample of Youth and Young Adults.

Authors:  Gamji M'Rabiu Abubakari; Martez D R Smith; Donte T Boyd; S Raquel Ramos; Courtney Johnson; Juan L Benavides; Megan Threats; Junior L Allen; Camille R Quinn
Journal:  Int J Environ Res Public Health       Date:  2022-01-17       Impact factor: 3.390

Review 3.  An Evidence Map on Serious Games in Preventing Sexually Transmitted Infections Among Adolescents: Systematic Review About Outcome Categories Investigated in Primary Studies.

Authors:  Karina Ilskens; Kamil J Wrona; Christoph Dockweiler; Florian Fischer
Journal:  JMIR Serious Games       Date:  2022-02-02       Impact factor: 4.143

4.  Evaluation of an AIDS Educational Mobile Game (AIDS Fighter · Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomized Controlled Trial.

Authors:  Jian Tang; Yu Zheng; Daiying Zhang; Xingli Yu; Jianlan Ren; Mei Li; Yue Luo; Min Tian; Yanhua Chen
Journal:  JMIR Serious Games       Date:  2022-01-24       Impact factor: 4.143

  4 in total

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