Digital Gaming for HIV Prevention With Young Adolescents

The Journal of the Association of Nurses in AIDS Care: JANAC (Impact Factor: 1.27). 08/2012; 24(1). DOI: 10.1016/j.jana.2012.03.005
Source: PubMed


The search for intervention strategies appropriate for young adolescents has recently led to the use of digital games. Digital gaming interventions are promising because they may be developmentally appropriate for adolescent populations. The gaming approach also capitalizes on an inherent interest to adolescents and circumvents traditional barriers to access to prevention interventions faced in some geographical areas. Notwithstanding, research on gaming in HIV prevention is quite limited. In this review article, we examine the need for contextually relevant HIV prevention interventions among young adolescents. From this, we provide a theoretical framework for exploring contextually relevant HIV risk factors and a foundation for gathering and using input from the target population to adapt an existing game or to create a developmentally appropriate and contextually relevant HIV prevention game.


Available from: Comfort Enah, Jul 10, 2014
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    • "This model was chosen because of its comprehensive nature; incorporation of a variety of personal, interpersonal, and environmental factors; and because it is amenable to studying multiple target populations. It is also suitable for addressing the complexity of multilevel factors linked to risk behaviors [6] [13]. In addition, the model also lends itself to understanding context specific situations and the interaction of multiple factors [13]. "
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    ABSTRACT: Persistent health disparities in HIV on racial and ethnic minorities are evident in recent national reports of HIV rates. Furthermore, high rates of other sexually transmitted infections among minority adolescents point to the need for risk reduction interventions. Research in disproportionately affected rural communities in the Southern United States suggests that sexual risk reduction interventions targeting these communities should address contextual factors that perpetuate health disparities. In this article, we report findings on a formative study that was conducted to identify rural adolescent perspectives on sociocontextual influences on sexual risk behaviors. Thirty eight rural adolescents ages 12-16 participated in initial and follow-up focus group sessions that were segmented by age group (12-14, 14-16) and gender (male, female). A comprehensive theoretical model addressing the complex interplay of multi-level factors associated with risk behavior guided the study. Qualitative content analyses were used to analyze transcribed audiotapes of focus group sessions and observation notes. Emergent themes supported the theoretical model and revealed modifiable contextual and decision-making factors; and related consequences that can be used in risk reduction interventions. Collaborating with target population provided relevant input for a user-centric approach to intervention development aimed at reducing sexual risk behaviors.
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    ABSTRACT: Digital games have shown promise in studies focusing on disease prevention and disease self-management in children and young adolescents. The purpose of this study was to gather formative data for the design of an HIV prevention game for adolescents. Qualitative research methods that included focus group sessions with four groups of adolescents were used (N = 38). Content analysis strategies were used to analyze verbatim transcripts and observational notes. Themes emerging from the data included: players’ control, virtual reward systems, immersive action, and the need for tailoring. Findings are being used in the design of a digital game that is responsive to recommendations to “make it like the real world.” HIV prevention strategies could benefit from incorporating emerging technologies that are inherently attractive to many adolescents. Adolescent participants support the use of digital games in HIV prevention and wanted such games to reflect their lives.
    Journal of HIV/AIDS & Social Services 05/2014; 13(2):163-178. DOI:10.1080/15381501.2012.749821
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    ABSTRACT: African Americans in the rural Southern United States continue to experience disproportionate increases in new HIV/AIDS infections. Electronic gaming interventions hold promise but the use of HIV prevention games is limited. The purpose of this study was to assess the acceptability and relevance of a web-based HIV prevention game for African American rural adolescents. Findings from focus groups conducted with 42 participants suggested that the game was educational and somewhat entertaining but lacking in real-life scenarios and player-control. Findings are congruent with self-efficacy literature and constructivist approaches to learning. Findings have implications for gaming intervention development and further research
    Journal of Pediatric Nursing 09/2014; 30(2). DOI:10.1016/j.pedn.2014.09.004 · 1.01 Impact Factor
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