| Literature DB >> 32012041 |
Loral Patchen1, Lindsey Ellis1, Tony Xuyen Ma2, Corilyn Ott3, Katie H K Chang2, Brook Araya3, Sravanthi Atreyapurapu2, Amal Alyusuf2, Robin Gaines Lanzi3.
Abstract
BACKGROUND: 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.Entities:
Keywords: African Americans; adolescents; community-based participatory research; games, experimental; sex education; sexual health; user-centered design; video games; youth
Year: 2020 PMID: 32012041 PMCID: PMC7055799 DOI: 10.2196/16254
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1User-centered design processes. SAAFE: Sexually Active Adolescent–Focused Education; SUS: System Usability Scale.
Overview of focus group discussion topics.
| Focus group number | Topic | Sample questions |
| Focus groups 1 and 2 | General feedback and features |
What are your general impressions? How do you feel about the game’s destinations and setting, characters and interactions, multiplayer capability, minigames, and education? What are the most important changes we should make? What ideas do you have for other features? |
| Focus groups 3 and 4 | Scenarios |
Review of storylines and possible outcomes Are the scenarios realistic? What else would you like to see happen? |
| Focus groups 5-7 | Dialogue |
Line-by-line dialogue review Does the dialogue resonate with you? What would you change? |
| Focus group 8 (District of Columbia only) | General feedback and gameplay |
Extended gameplay What are your general impressions? What do you like about the game? What do you not like? Would you play this game? |
Demographics, gaming habits, and sexual history of focus group participants.
| Participant response | Value, n (%)a | |
|
| ||
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| Male | 27 (50) |
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| Female | 26 (48) |
|
| Trans female | 1 (2) |
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| ||
|
| 15 | 5 (9) |
|
| 16 | 7 (13) |
|
| 17 | 10 (19) |
|
| 18 | 14 (26) |
|
| 19 | 6 (11) |
|
| 20 | 8 (15) |
|
| 21 | 4 (7) |
|
| ||
|
| Yes | 16 (29) |
|
| No | 36 (67) |
|
| NRb | 2 (4) |
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| ||
|
| High school | 35 (65) |
|
| College | 18 (33) |
|
| Not in school | 1 (2) |
|
| ||
|
| Yes | 36 (67) |
|
| No | 18 (33) |
|
| ||
|
| Never | 19 (35) |
|
| 1-2 days per week | 12 (22) |
|
| 3-4 days per week | 7 (13) |
|
| 5-6 days per week | 3 (6) |
|
| Everyday | 12 (22) |
|
| NR | 1 (2) |
|
| ||
|
| Yes | 36 (67) |
|
| No | 15 (28) |
|
| NR | 3 (6) |
|
| ||
|
| <11 | 1 (3) |
|
| 11 | 3 (8) |
|
| 13 | 4 (11) |
|
| 14 | 6 (17) |
|
| 15 | 8 (22) |
|
| 16 | 6 (17) |
|
| 17 | 4 (11) |
|
| 18 | 2 (6) |
|
| NR | 2 (6) |
|
| ||
|
| Yes | 23 (64) |
|
| No | 11 (31) |
|
| NR | 2 (6) |
|
| ||
|
| Yes | 32 (89) |
|
| No | 2 (6) |
|
| NR | 2 (6) |
|
| ||
|
| Yes | 26 (72) |
|
| No | 9 (25) |
|
| NR | 1 (3) |
|
| ||
|
| Yes | 5 (14) |
|
| No | 29 (81) |
|
| NR | 2 (6) |
|
| ||
|
| 0 | 9 (25) |
|
| 1 | 22 (61) |
|
| 2 | 1 (3) |
|
| 4 | 2 (6) |
|
| ||
|
| 0 | 5 (14) |
|
| 1 | 20 (56) |
|
| 2 | 3 (8) |
|
| 4 | 2 (6) |
|
| 5 | 2 (6) |
|
| >5 | 1 (3) |
|
| NR | 3 (8) |
|
| ||
|
| 0 | 1 (3) |
|
| 1 | 14 (39) |
|
| 2 | 6 (17) |
|
| 3 | 3 (8) |
|
| 4 | 4 (11) |
|
| 5 | 2 (6) |
|
| >5 | 1 (3) |
|
| NR | 5 (14) |
aSome percentages do not add up to 100 because of rounding.
bNR: not reported.
cSTI: sexually transmitted infection.
Themes emerging from focus groups regarding the game development.
| Theme and its description | Representative quotes | |
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| Participants wanted the game to resemble the real world as much as possible |
“The whole point is to educate about what type of things go in your real life. It needs to be realistic.” “I feel like it’s a small world right there.” “If you could add like a moving like...moving items...like a car driving around...add movement and to make it realistic...Maybe a bird or a plane...in the distance that will be good.” |
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| Participants wanted to relate to the language, situations, and characters |
“Also may be like adding stuff about like the LGBT community...LGBTQ community as well cuz...it seems very heterosexual in there.” “You should be able to pick the person who you want to be and not be just the generic.” “This is just an idea...But if he gave people the option to customize their own avatar basically...they’re going to want to do it cuz it’s like it’s them...they can be who they want and they can let...you know they can learn more...But if you give them a random person...they will be like I didn’t want that person...if it is a dude...a 30 year old girl will be like I don’t want a dude...I am not dude.” “I also think some the language that they were using is a little bit like make me wanna roll my eyes a little bit like the way that they were talking to the...the narrator was talking to us like I don’t know I can’t remember what he said exactly but some of the stuff we were like what...I did not feel like authentic.” |
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| Participants wanted the ability to choose the gender, appearance, sexual orientation, and personality of the avatar; the type of community; and the education that they would be exposed to |
“If we had a really short hair option for girls.” “I just like for at least there to be a lot of options for dark skin.” “I think that when you have that at such a young age, they’re not going to think anything of it and I think it is more likely to reinforce that dialogue is something that is acceptable.” |
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| Participants preferred less text, more audio, and more entertainment to maintain engagement |
“The information that they were giving were really good...I think that there needs to be a little bit more fun though cuz I think it’s like someone...wouldn’t play." “Even though like it is important information like you can shorten it for fun because it would be bored.” “Ya coz there is a lot of reading seems unnecessary.” |
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| Participants desired to experiment with high-risk behaviors and experience consequences of those behaviors |
“I think there should be a little bit of a scare in the game.” “If you get pregnant, it’s just like game over.” “In real life, you can’t go back, but in this game, you can learn.” “If you die you’re going to be mad, you’re going to be mad, but it’s like you know you did that Victory Royale...you will be like I did it...I got it.” |
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| Participants reported that they are accustomed to having many high-quality, high-functionality videogame options and would be unlikely to endure a game that was perceived to be outdated or difficult to use |
“You know video games are like really realistic now and so if you’re trying to get [early teens] to want to pay attention to it, you’re going to want something that’s going to catch their eyes. If it is something like [school], they are going to just keep tapping until it is over.” “Because you don’t, you don’t want to make this whole game and go through this whole hassle and people are just tapping tapping and getting these coins and it’s all for nothing.” |
Figure 2Screenshot of character design.
Figure 3Screenshot of Studenton city map.
Figure 4Screenshot of the clinic.
Figure 5Screenshot of dialogue with a nonplayer character at home.
Figure 6Screenshot of sex education class.
Figure 7Screenshot of a pop quiz.
Figure 8Screenshot of the arcade.