Interactive Digital Intervention to Prevent Violence among Young Adults
Interactive Digital Intervention to Prevent Violence among Young Adults
批准号:
9408021
负责人:
Sharon Waldner Wood
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
项目状态:
已结题
起止时间:
2017-09-13 至 2018-12-31
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
中文摘要
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英文摘要
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.
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