An Interactive Video Game for HIV Prevention in At-Risk Adolescents

用于预防高危青少年艾滋病毒的互动视频游戏

基本信息

  • 批准号:
    8510694
  • 负责人:
  • 金额:
    $ 69.89万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
  • 财政年份:
    2009
  • 资助国家:
    美国
  • 起止时间:
    2009-08-10 至 2016-07-31
  • 项目状态:
    已结题

项目摘要

DESCRIPTION (provided by applicant): Video games are ubiquitous, can improve health behavior, but have not been evaluated as a tool to promote protection from HIV transmission in minority early adolescents. A major challenge in HIV prevention for minority adolescents is capturing individuals in their environment - meeting individuals "where they live". The current application combines proven HIV prevention strategies and an interactive video game platform that incorporates virtual environments and intelligent conversant virtual characters to address this challenge. Research demonstrates that adolescents who acquire new knowledge, skills and attitudes in a video game, and practice these skills in the game, are more likely to behave similarly in real life. Therefore, the goal of this application is to adapt existing software to develop and refine an interactive video game designed to decrease HIV risk by teaching minority adolescents sex, drug and alcohol negotiation and refusal skills. The game will be adapted with input from minority adolescents, and collaborators with expertise in positive youth development, social cognitive theory and self-efficacy, prospect theory and message framing, software and artificial intelligence development, and commercial game design. We will evaluate the efficacy of the game by conducting a randomized clinical trial in 330 minority youths, ages 9-14 years, attending an after-school and/or weekend youth program, who will be randomly assigned to play the interactive HIV prevention video game, "Retro-Warriors", or to play a commercial "off-the-shelf" video game. Subjects will play two sessions/week of their assigned game for four weeks. The primary outcome will be initiation of sexual activity, defined as the initiation of either vaginal or anal intercourse. Secondary outcomes include HIV risk behavior knowledge, social competency, self-efficacy, drug/alcohol use behaviors and overall risk-taking behaviors. We hypothesize that the experimental group will have lower rates of initiation of sexual activity and have higher knowledge scores at 1, 6, 12, and 24 months compared with the control group. We will also explore if selected baseline characteristics are associated with an improved response to the negotiation skills training intervention embedded in the interactive video game. Unique features of this intervention will include the use of virtual characters or avatars who can verbally respond to and interact with the player, a realistic virtual urban setting, the use of sex, drug/alcohol "risk challenges" that the subjects can practice repeatedly, the use of message framing according to prospect theory, a fun and engaging intervention that encourages repeated involvement, and the ability to track the players' choices and behaviors in the game. The successful implementation of this application will represent a paradigm shift, providing evidence for the role of interactive games as HIV/AIDS prevention in minority adolescents. Video game technology has the potential to expand the available vehicles for HIV prevention to the increasing number of electronic gaming platforms including the internet, personal digital assistants, and cell phones, thereby creating a new avenue for public health interventions. PUBLIC HEALTH RELEVANCE: This research is designed to develop and test a video game that will teach minority adolescents how to avoid sex, drug and alcohol risk behaviors that can lead to HIV infection. The research goes beyond the use of a game for education and proposes to create an interactive world in which the game players can engage in "role-playing" to learn to avoid risky behaviors. This application has far-reaching implications including the potential for this technology to "travel" with the player, i.e., the player ultimately can do sessions from home, on a console, a cell phone, or a personal digital assistant. There are international implications given that access to the internet is growing in developing countries and these technologies could be transferred to adolescents in countries experiencing a growing HIV epidemic but who have limited access to targeted risk reduction strategies. If successful, the results of this research will be video game technology that can improve individual and public health and decrease HIV transmission.
说明(申请人提供):电子游戏无处不在,可以改善健康行为,但尚未被评估为促进保护少数族裔早期青少年免受艾滋病毒传播的工具。少数族裔青少年在预防艾滋病毒方面的一个主要挑战是捕捉他们所处环境中的个人--在他们居住的地方与个人见面。目前的应用程序结合了经过验证的艾滋病毒预防战略和互动视频游戏平台,该平台结合了虚拟环境和智能熟悉的虚拟角色来应对这一挑战。研究表明,在电子游戏中获得新知识、技能和态度,并在游戏中练习这些技能的青少年,在现实生活中更有可能表现出类似的行为。因此,这个应用程序的目标是调整现有的软件来开发和改进一款互动视频游戏,旨在通过传授少数民族青少年的性、毒品和酒精谈判和拒绝技能来降低艾滋病毒风险。这款游戏将由少数族裔青少年和具有积极青少年发展、社会认知理论和自我效能、前景理论和信息框架、软件和人工智能开发以及商业游戏设计专业知识的合作者参与改编。我们将通过对330名9-14岁的少数民族青少年进行随机临床试验来评估这款游戏的效果,这些青少年参加课外和/或周末青少年计划,他们将被随机分配到玩互动艾滋病预防视频游戏《复古勇士》,或玩商业“现成”视频游戏。受试者将在他们分配的游戏中每周玩两次,为期四周。主要结果将是性行为的开始,即阴道或肛交的开始。次要结果包括HIV危险行为知识、社会能力、自我效能、药物/酒精使用行为和总体风险行为。我们假设,与对照组相比,实验组在1、6、12和24个月时的性行为起始率较低,而知识得分较高。我们还将探索选定的基线特征是否与互动视频游戏中嵌入的谈判技能培训干预的更好反应有关。这种干预的独特功能将包括使用虚拟角色或化身,他们可以口头回应玩家并与之互动,现实的虚拟城市环境,受试者可以反复练习的性、药物/酒精的使用,根据前景理论的信息框架的使用,鼓励反复参与的有趣和引人入胜的干预,以及跟踪玩家在游戏中的选择和行为的能力。这一应用程序的成功实施将代表着范式的转变,为互动游戏在少数族裔青少年中预防艾滋病毒/艾滋病的作用提供了证据。视频游戏技术有可能将现有的艾滋病毒预防工具扩展到越来越多的电子游戏平台,包括互联网、个人数字助理和手机,从而为公共卫生干预创造了一条新的途径。 与公共健康相关:这项研究旨在开发和测试一款视频游戏,该游戏将教少数族裔青少年如何避免可能导致艾滋病毒感染的性行为、毒品和酒精危险行为。这项研究超越了将游戏用于教育的范围,并建议创造一个互动世界,游戏玩家可以在其中进行“角色扮演”,以学习避免危险行为。这一应用具有深远的影响,包括这项技术有可能与玩家一起“旅行”,即玩家最终可以在家里、在游戏机、手机或个人数字助理上进行会话。鉴于发展中国家越来越多地使用互联网,这些技术可以转让给艾滋病毒流行日益严重但获得针对性减少风险战略的机会有限的国家的青少年。如果成功,这项研究的结果将是视频游戏技术,可以改善个人和公共健康,减少艾滋病毒传播。

项目成果

期刊论文数量(3)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)

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Lynn Elizabeth Fiellin其他文献

Lynn Elizabeth Fiellin的其他文献

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{{ truncateString('Lynn Elizabeth Fiellin', 18)}}的其他基金

A digital intervention to prevent the initiation of opioid misuse in adolescents in school-based health centers
防止学校保健中心青少年滥用阿片类药物的数字干预措施
  • 批准号:
    10408897
  • 财政年份:
    2019
  • 资助金额:
    $ 69.89万
  • 项目类别:
A digital intervention to prevent the initiation of opioid misuse in adolescents in school-based health centers
防止学校保健中心青少年滥用阿片类药物的数字干预措施
  • 批准号:
    10023176
  • 财政年份:
    2019
  • 资助金额:
    $ 69.89万
  • 项目类别:
An Accessible Digital Intervention to Promote HIV Testing/Counseling and Prevention Among Adolescents
促进青少年艾滋病毒检测/咨询和预防的便捷数字干预措施
  • 批准号:
    9405690
  • 财政年份:
    2016
  • 资助金额:
    $ 69.89万
  • 项目类别:
Intervention to encourage HIV Testing and Counseling among Adolescents
鼓励青少年进行艾滋病毒检测和咨询的干预措施
  • 批准号:
    9146463
  • 财政年份:
    2016
  • 资助金额:
    $ 69.89万
  • 项目类别:
An Accessible Digital Intervention to Promote HIV Testing/Counseling and Prevention Among Adolescents
促进青少年艾滋病毒检测/咨询和预防的便捷数字干预措施
  • 批准号:
    9537625
  • 财政年份:
    2016
  • 资助金额:
    $ 69.89万
  • 项目类别:
An Interactive Video Game for HIV Prevention in At-Risk Adolescents
用于预防高危青少年艾滋病毒的互动视频游戏
  • 批准号:
    8120253
  • 财政年份:
    2009
  • 资助金额:
    $ 69.89万
  • 项目类别:
An Interactive Video Game for HIV Prevention in At-Risk Adolescents
用于预防高危青少年艾滋病毒的互动视频游戏
  • 批准号:
    7908714
  • 财政年份:
    2009
  • 资助金额:
    $ 69.89万
  • 项目类别:
Reducing Heavy Drinking to Optimize HIV/AIDS Treatment and Prevention
减少酗酒以优化艾滋病毒/艾滋病的治疗和预防
  • 批准号:
    8071255
  • 财政年份:
    2009
  • 资助金额:
    $ 69.89万
  • 项目类别:
Reducing Heavy Drinking to Optimize HIV/AIDS Treatment and Prevention
减少酗酒以优化艾滋病毒/艾滋病的治疗和预防
  • 批准号:
    7807380
  • 财政年份:
    2009
  • 资助金额:
    $ 69.89万
  • 项目类别:
Reducing Heavy Drinking to Optimize HIV/AIDS Treatment and Prevention
减少酗酒以优化艾滋病毒/艾滋病的治疗和预防
  • 批准号:
    8127683
  • 财政年份:
    2009
  • 资助金额:
    $ 69.89万
  • 项目类别:
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