Science
Improving Health Outcomes and Quality of Life for African Adolescents: The Role of Digital and Mobile Games
This book chapter explores: (1) general definitions of well-being and its relation to factors associated with quality of life; (2) adolescents in Africa; (3) health burdens in Africa; (4) Serious Games; (5) Games for health on a global scale and (6) Games for health in Africa.
A videogame intervention for tobacco product use prevention in adolescents
We describe the results of our pilot study examining the short-term effects of an interactive videogame on changing adolescent knowledge, beliefs and risk perceptions, and intentions to use e-cigarettes, cigarettes, and other tobacco products. Download PDF >
Development and Feasibility Testing of a Videogame Intervention to Reduce High-Risk Sexual Behavior in Black and Hispanic Adolescents
This paper explains how we developed and tested the feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. Download PDF >
But do they like it? Participant satisfaction and gameplay experience of a public health videogame intervention in adolescents
This mixed methods study explored adolescents’ satisfaction and gameplay experience with a videogame intervention aimed at reducing HIV-related risk. Download PDF >
Adolescents’ perceptions of flavored tobacco products, including E-cigarettes: A qualitative study to inform FDA tobacco education efforts through videogames
We conducted focus groups with 11–17-year-old adolescents from after-school programs in CT and CA about flavored tobacco product beliefs and experiences, and how these compared to traditional cigarettes. Download PDF >
Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents
The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at the primary prevention of cigarette and marijuana use. Download PDF >
Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial
We conducted a large, randomized controlled trial with 333 adolescents aged 11-14 to evaluate the HIV prevention videogame intervention, PlayForward: Elm City Stories. Download PDF >
Development of an HIV Prevention Videogame: Lessons Learned
This article discusses ten lessons learned by the play2PREVENT team during the formative work involved in the development of PlayForward: Elm City Stories. Download PDF >
If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents
PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementation strategies is critical for successful dissemination. Download PDF >
The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories
This article describes the innovative methods used in the randomized controlled trial for the videogame intervention, PlayForward: Elm City Stories. Download PDF >