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
项目总结/摘要
性侵犯(SA)在2年制和4年制大学的学生中很普遍。大学生中SA的比例
学生的发病率是普通人群的三倍,
公共卫生优先。没有大学SA预防计划记录SA减少,
严谨的研究设计。使用严肃游戏的理论和策略的数字应用程序集成了
经证实的行为改变理论(社会认知理论,自我决定理论),以产生持续的,
可测量的行为结果,并有效地促进一系列健康行为的改变。
鉴于年轻人广泛使用移动的设备,数字应用具有很高的市场潜力
成年人了问题是,目前还没有有效预防SA的商用数字应用程序
减少SA。因此,在这项提案中,互动数字干预,以防止暴力,
年轻人团队将设计,创建和试点“改变”数字应用程序。作出
改变是一个普遍的预防方案,它与预防方面的最佳做法保持一致,利用这一理论,
战略的严重游戏的健康,并解决风险和保护因素SA在社会
个人,同伴和社区因素的生态,促进SA。这种新颖的数字应用还利用了
在严肃的游戏中改变行为的理论,并整合了视频游戏中的成功实践
旨在促进参与、学习和技能建设。该小组由SA预防专家组成,
商业视频游戏制作,开发和测试严肃的健康游戏,以及商业
开发和营销。第一阶段SBIR的主要目的是创建和测试
对移动的设备进行变更,并记录技术优点、商业可行性和
产品的概念。成功完成此提案将导致创建两项资产:1)
“干预手册”(类似于逻辑模型)将使关键游戏机制与理论和行为保持一致
改变目标; 2)移动的设备的数字应用。焦点小组和学生访谈,如
以及与校园利益相关者的访谈,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。一项为期1个月随访的非随机开放试验将评估初步的
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2期SBIR提案中的大规模评估做准备。这
一系列的研究和开发有潜力开发出一种商业上可行的产品,
健康影响,可以传播到1700+社区学院和3,000+ 4年制学院,并随时
适用于高中、诊所和军事环境。
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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