Literature DB >> 32718513

Fostering Engagement in Health Behavior Change: Iterative Development of an Interactive Narrative Environment to Enhance Adolescent Preventive Health Services.

Elizabeth M Ozer1, Jonathan Rowe2, Kathleen P Tebb3, Mark Berna3, Carlos Penilla3, Alison Giovanelli3, Carolyn Jasik3, James C Lester2.   

Abstract

PURPOSE: Accidents and unintentional injuries account for the greatest number of adolescent deaths, often involving use of alcohol and other substances. This article describes the iterative design and development of Interactive Narrative System for Patient-Individualized Reflective Exploration (INSPIRE), a narrative-centered behavior change environment for adolescents focused on reducing alcohol use. INSPIRE is designed to serve as an extension to clinical preventive care, engaging adolescents in a theoretically grounded intervention for health behavior change by leveraging 3D game engine and interactive narrative technologies.
METHODS: Adolescents were engaged in all aspects of the iterative, multiyear development process of INSPIRE through over 20 focus groups and iterative pilot testing involving more than 145 adolescents. Qualitative findings from focus groups are reported, as well as quantitative findings from small-scale pilot sessions investigating adolescent engagement with a prototype version of INSPIRE using a combination of questionnaire and interaction trace log data.
RESULTS: Adolescents reported that they found INSPIRE to be engaging, believable, and relevant to their lives. The majority of participants indicated that the narrative's protagonist character was like them (84%) and that the narrative featured virtual characters that they could relate to (79%). In the interactive narrative, the goals most frequently chosen by adolescents were "stay in control" (60%) and "do not get in trouble" (55%).
CONCLUSIONS: With a strong theoretical framework (social-cognitive behavior change theory) and technology advances (narrative-centered learning environments), the field is well positioned to design health behavior change systems that can realize significant impacts on behavior change for adolescent preventive health.
Copyright © 2020 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Adolescent risk behavior; Alcohol use; Games for health; Health behavior change; Health information technology; Interactive narrative technologies; Narrative-centered behavior change environments; Prevention; Self-efficacy; Social-cognitive theory

Mesh:

Year:  2020        PMID: 32718513      PMCID: PMC9575382          DOI: 10.1016/j.jadohealth.2020.04.022

Source DB:  PubMed          Journal:  J Adolesc Health        ISSN: 1054-139X            Impact factor:   7.830


  32 in total

1.  Does delivering preventive services in primary care reduce adolescent risky behavior?

Authors:  Elizabeth M Ozer; Sally H Adams; Joan K Orrell-Valente; Charles J Wibbelsman; Julie L Lustig; Susan G Millstein; Andrea K Garber; Charles E Irwin
Journal:  J Adolesc Health       Date:  2011-06-08       Impact factor: 5.012

Review 2.  Story Immersion of Videogames for Youth Health Promotion: A Review of Literature.

Authors:  Amy Shirong Lu; Tom Baranowski; Debbe Thompson; Richard Buday
Journal:  Games Health J       Date:  2012-06

3.  Computer-facilitated substance use screening and brief advice for teens in primary care: an international trial.

Authors:  Sion Kim Harris; Ladislav Csémy; Lon Sherritt; Olga Starostova; Shari Van Hook; Julie Johnson; Suzanne Boulter; Traci Brooks; Peggy Carey; Robert Kossack; John W Kulig; Nancy Van Vranken; John R Knight
Journal:  Pediatrics       Date:  2012-05-07       Impact factor: 7.124

4.  A systematic review of game technologies for pediatric patients.

Authors:  Sandra Jurdi; Jorge Montaner; Fernando Garcia-Sanjuan; Javier Jaen; Vicente Nacher
Journal:  Comput Biol Med       Date:  2018-04-25       Impact factor: 4.589

Review 5.  Interventions to improve screening and follow-up in primary care: a systematic review of the evidence.

Authors:  Jeanne Van Cleave; Karen A Kuhlthau; Sheila Bloom; Paul W Newacheck; Alixandra A Nozzolillo; Charles J Homer; James M Perrin
Journal:  Acad Pediatr       Date:  2012-05-08       Impact factor: 3.107

Review 6.  A systematic review of computerised serious educational games about alcohol and other drugs for adolescents.

Authors:  Daniel M Rodriguez; Maree Teesson; Nicola C Newton
Journal:  Drug Alcohol Rev       Date:  2013-12-12

7.  Responding to Young People's Health Risks in Primary Care: A Cluster Randomised Trial of Training Clinicians in Screening and Motivational Interviewing.

Authors:  Lena Sanci; Patty Chondros; Susan Sawyer; Jane Pirkis; Elizabeth Ozer; Kelsey Hegarty; Fan Yang; Brenda Grabsch; Alan Shiell; Helen Cahill; Anne-Emmanuelle Ambresin; Elizabeth Patterson; George Patton
Journal:  PLoS One       Date:  2015-09-30       Impact factor: 3.240

8.  Using Mobile Apps to Promote a Healthy Lifestyle Among Adolescents and Students: A Review of the Theoretical Basis and Lessons Learned.

Authors:  Denise Jantine Dute; Wanda Jose Erika Bemelmans; João Breda
Journal:  JMIR Mhealth Uhealth       Date:  2016-05-05       Impact factor: 4.773

9.  Effect of an iPad-Based Intervention to Improve Sexual Health Knowledge and Intentions for Contraceptive Use Among Adolescent Females at School-Based Health Centers.

Authors:  Veronika V Mesheriakova; Kathleen P Tebb
Journal:  Clin Pediatr (Phila)       Date:  2017-02-01       Impact factor: 1.168

Review 10.  Apps and Adolescents: A Systematic Review of Adolescents' Use of Mobile Phone and Tablet Apps That Support Personal Management of Their Chronic or Long-Term Physical Conditions.

Authors:  Rabiya Majeed-Ariss; Eileen Baildam; Malcolm Campbell; Alice Chieng; Debbie Fallon; Andrew Hall; Janet E McDonagh; Simon R Stones; Wendy Thomson; Veronica Swallow
Journal:  J Med Internet Res       Date:  2015-12-23       Impact factor: 5.428

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  2 in total

Review 1.  Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review.

Authors:  Juan Martínez-Miranda; Ismael Edrein Espinosa-Curiel
Journal:  JMIR Serious Games       Date:  2022-08-25       Impact factor: 3.364

2.  Using Technology to Improve the Health and Well-Being of Adolescents and Young Adults.

Authors:  Charles E Irwin
Journal:  J Adolesc Health       Date:  2020-08       Impact factor: 5.012

  2 in total

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