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

Fostering Engagement in Health Behavior Change: Iterative Development of an Interactive Narrative Environment to Enhance Adolescent Preventive Health Services.
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DOI:
10.1016/j.jadohealth.2020.04.022
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发表时间:
2020-08
影响因子:
7.6
通讯作者:
Lester, James C.
Lester, James C.
中科院分区:
医学2区
文献类型:
--
作者:
Ozer, Elizabeth M.;Rowe, Jonathan;Tebb, Kathleen P.;Berna, Mark;Penilla, Carlos;Giovanelli, Alison;Jasik, Carolyn;Lester, James C.

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事故和意外伤害是青少年死亡人数最多的原因,通常涉及酒精和其他物质的使用。本文介绍了患者个性化反思探索交互式叙事系统 (INSPIRE) 的迭代设计和开发,这是一个以叙事为中心的青少年行为改变环境,重点关注减少饮酒。 INSPIRE 旨在作为临床预防保健的延伸,通过利用 3D 游戏引擎和交互式叙事技术,让青少年参与基于理论的干预措施,以改变健康行为。通过 20 多个焦点小组和涉及超过 145 名青少年的迭代试点测试,青少年参与了 INSPIRE 迭代、多年开发过程的各个方面。报告了焦点小组的定性研究结果,以及小规模试点会议的定量结果,该试点会议使用问卷调查和互动跟踪日志数据相结合的方式调查青少年对 INSPIRE 原型版本的参与情况。青少年报告说,他们发现 INSPIRE 有吸引力、可信且与他们的生活相关。大多数参与者表示,叙事的主角与他们相似(84%),并且叙事以与他们相关的虚拟角色为特色(79%)。在互动叙事中,青少年最常选择的目标是“保持控制”(60%)和“不要惹麻烦”(55%)。凭借强大的理论框架(社会认知行为改变理论)和技术进步(以叙事为中心的学习环境),该领域完全有能力设计健康行为改变系统,从而对青少年预防性健康的行为改变产生重大影响。
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. 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. 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%). 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.
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