Interactive Digital Intervention to Prevent Violence among Young Adults
预防年轻人暴力的交互式数字干预
基本信息
- 批准号:9408021
- 负责人:
- 金额:$ 22.5万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2017
- 资助国家:美国
- 起止时间:2017-09-13 至 2018-12-31
- 项目状态:已结题
- 来源:
- 关键词:AddressAdministratorAlcohol consumptionAttitudeBehaviorBusinessesClinicCollaborationsCommunitiesCompetenceComprehensionDataDevelopmentDevicesDistalEcologyEnsureEvaluationEyeFeedbackFemaleFocus GroupsFosteringFrequenciesGeneral PopulationGoalsGrantGroup InterviewsHealthHealth TechnologyHealth behaviorHealth behavior changeIndividualInstitutionInterventionInterviewLearning SkillLightLogicManualsMarketingMeasurableMechanicsMediator of activation proteinMeta-AnalysisMethodologyMilitary PersonnelModelingNatureOutcomeParticipantPatient Self-ReportPhasePlayPopulationPreparationPreventionPrevention programProceduresProductionPublic HealthRecruitment ActivityResearchResearch DesignResourcesRiskRisk FactorsScienceSelf DeterminationSiteSmall Business Innovation Research GrantStudentsSurveysTechnologyTestingTheory of ChangeTimeUniversitiesVictimizationViolencebasebehavior changebehavioral outcomecollegecommunity collegedesigndigitalefficacy trialevidence basefollow-uphandheld mobile devicehigh riskhigh schoolinformantlearning engagementmalemultidisciplinarynovelpeerpost interventionprogramsprotective behaviorpublic health prioritiesresearch and developmentsexual assaultskillssocialsocial cognitive theorytheoriestherapy developmentuniversal preventionuniversity studentvectorviolence preventionvirtualyoung adult
项目摘要
Project Summary/Abstract
Sexual assault (SA) is prevalent among students at 2- and 4-year colleges. The rate of SA among college
students is three times greater than the rate in the general population, making prevention on college campuses
a public health priority. There are no college SA prevention programs that document reductions in SA in a
rigorous research design. Digital applications that use the theory and strategies of serious games integrate
proven theories of behavior change (social cognitive theory, self-determination theory) to produce sustained,
measurable behavioral outcomes, and are effective for promoting change in a range of health behaviors.
Digital applications have high market potential in light of widespread use of mobile devices among young
adults. Problematically, there are no commercially-available digital applications for SA prevention with efficacy
in reducing SA. Accordingly, in this proposal, the Interactive Digital Intervention to Prevent Violence
among Young Adults team will design, create and pilot the Make a Change digital application. Make a
Change is a universal prevention program that aligns with best-practices in prevention, utilizes the theory and
strategies of serious games for health, and addresses risk and protective factors for SA across the social
ecology of individual, peer and community factors that foster SA. This novel digital application also leverages
theories of behavior change within serious games for health, and integrates successful practices in videogame
design to promote engagement, learning and skill-building. This team consists of experts in SA prevention,
commercial videogame production, the development and testing of serious games for health, and business
development and marketing. The primary aim of this Phase I SBIR is to create and test an alpha version of
Make a Change for mobile devices, and to document the technical merit, commercial viability, and proof of
concept of the product. Successful completion of this proposal will result in the creation of two assets: 1) an
“Intervention Manual” that (similar to a logic model) will align key game mechanics with theory and behavior
change goals and, 2) the digital application for mobile devices. Focus groups and interviews with students, as
well as interviews with campus stakeholders, will be used to inform development of the digital application and
ensure its commercial viability. A non-randomized open trial with a 1-month follow up will assess preliminary
effects on attitudes and behaviors, and will establish procedures for assessing change in proximal (attitude)
and distal (behavioral) outcomes in preparation for large-scale evaluation in a Phase 2 SBIR proposal. This
line of research and development has the potential to develop a commercially viable product with high public
health impact that can be disseminated to 1700+ community colleges and 3,000+ 4-year colleges, and readily
adapted to high schools, clinics and military settings.
项目概要/摘要
性侵犯 (SA) 在两年制和四年制大学的学生中很普遍。大学生SA率
学生中的比例是普通人群的三倍,从而在大学校园中进行预防
公共卫生优先事项。没有大学 SA 预防计划记录了 SA 的减少
严谨的研究设计。使用严肃游戏的理论和策略集成的数字应用程序
行之有效的行为改变理论(社会认知理论、自决理论),以产生持续的、
可测量的行为结果,可有效促进一系列健康行为的改变。
鉴于年轻人广泛使用移动设备,数字应用具有巨大的市场潜力
成年人。问题是,目前尚无有效预防 SA 的商用数字应用程序
减少SA。因此,在本提案中,预防暴力的交互式数字干预
年轻人团队将设计、创建和试点“Make a Change”数字应用程序。做一个
变革是一项普遍的预防计划,与预防的最佳实践相一致,利用理论和方法
严肃的健康游戏策略,并解决整个社会 SA 的风险和保护因素
促进 SA 的个人、同伴和社区因素的生态。这种新颖的数字应用程序还利用
严肃游戏中行为改变对健康的理论,并将成功实践融入视频游戏中
旨在促进参与、学习和技能培养的设计。该团队由 SA 预防专家组成,
商业视频游戏制作、健康和商业严肃游戏的开发和测试
开发和营销。第一阶段 SBIR 的主要目标是创建和测试 alpha 版本
对移动设备进行更改,并记录技术优点、商业可行性和证明
产品的概念。成功完成该提案将产生两项资产:1)
“干预手册”(类似于逻辑模型)将关键游戏机制与理论和行为结合起来
改变目标,2) 移动设备的数字应用程序。焦点小组和学生访谈,如
以及对校园利益相关者的采访,将用于为数字应用程序的开发提供信息
确保其商业可行性。一项非随机公开试验和 1 个月的随访将评估初步结果
对态度和行为的影响,并将建立评估近端(态度)变化的程序
和远端(行为)结果,为第 2 阶段 SBIR 提案中的大规模评估做准备。这
研发线有潜力开发出具有高度公众认可的商业上可行的产品
健康影响可以传播到 1700 多所社区大学和 3,000 多所四年制大学,并且很容易
适应高中、诊所和军事环境。
项目成果
期刊论文数量(1)
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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