000 04346nam a22003977a 4500
008 200210s20202020 xxu||||| |||| 00| 0 eng d
024 _a10.2196/16254 [doi]
024 _av8i1e16254 [pii]
040 _aOvid MEDLINE(R)
099 _a32012041
245 _aEngaging African American Youth in the Development of a Serious Mobile Game for Sexual Health Education: Mixed Methods Study.
251 _aJMIR Serious Games. 8(1):e16254, 2020 Jan 31.
252 _aJMIR Serious Games. 8(1):e16254, 2020 Jan 31.
253 _aJMIR serious games
260 _c2020
260 _fFY2020
265 _sepublish
266 _d2020-02-10
520 _aBACKGROUND: Although teen pregnancy rates decreased dramatically in the United States over the past decade, the rates of sexually transmitted infections (STIs) among adolescents and young adults increased. STI rates disproportionately affect African American youth and young adults. Innovative, accessible, and culturally relevant sexual health interventions are urgently needed.
520 _aCONCLUSIONS: Initial results suggest that the SAAFE prototype is a promising intervention to engage African American youth in sexual health education using a role-playing game. If proven efficacious, the game has the potential to meet the need for sex education, counterbalance unhealthy portrayals of sex in popular media, and respond to the disparities in the STI epidemic. Copyright (c)Loral Patchen, Lindsey Ellis, Tony Xuyen Ma, Corilyn Ott, Katie H K Chang, Brook Araya, Sravanthi Atreyapurapu, Amal Alyusuf, Robin Gaines Lanzi. Originally published in JMIR Serious Games (http://games.jmir.org), 31.01.2020.
520 _aMETHODS: This project was grounded in formative data collection with community-based participatory research principles and practices combined with a user-centered design and development approach. Sexually Active Adolescent-Focused Education (SAAFE) was developed using input and feedback from African American youths aged 15 to 21 years who participated in a youth advisory board and focus group discussions to inform the co-design and cocreation of the serious game. The process was highly iterative with multiple sessions for user input following design changes. It proceeded in 3 stages. Social cognitive theory and problem-solving theory were leveraged to provide evidence-based, trauma-informed education through a serious game. Usability testing assessed the quality of user experience with the prototype.
520 _aOBJECTIVE: This study aimed to identify the optimal modality for a game-based sexual health intervention; develop the educational, entertainment, and technological aspects of the serious game; and demonstrate its usability and acceptance by the target population.
520 _aRESULTS: Across all 3 stages, a total of 86 self-identified African American males and females aged 15 to 21 years from the District of Columbia and Birmingham, Alabama, participated. Participants requested a dating simulation game. They wanted SAAFE to be customizable, realistic, entertaining, educational, modern, and experiential, linking consequences to their gameplay decisions. Usability testing resulted in an initial System Usability Survey score of 77.7, placing the game in the 82nd percentile and above average for usability.
546 _aEnglish
650 _aIN PROCESS -- NOT YET INDEXED
651 _aMedStar Washington Hospital Center
656 _aNursing
657 _aJournal Article
700 _aEllis, Lindsey
700 _aPatchen, Loral
790 _aAlyusuf A, Araya B, Atreyapurapu S, Chang KHK, Ellis L, Gaines Lanzi R, Ma TX, Ott C, Patchen L
856 _uhttps://dx.doi.org/10.2196/16254
_zhttps://dx.doi.org/10.2196/16254
858 _yEllis, Lindsey
_yPatchen, Loral
_uhttps://orcid.org/0000-0003-3524-9271
_uhttps://orcid.org/0000-0001-8152-5658
_zhttps://orcid.org/0000-0003-3524-9271
_zhttps://orcid.org/0000-0001-8152-5658
_zhttps://orcid.org/0000-0003-3524-9271
_zhttps://orcid.org/0000-0001-8152-5658
858 _yEllis, Lindsey
_yPatchen, Loral
_uhttps://orcid.org/0000-0003-3524-9271
_uhttps://orcid.org/0000-0001-8152-5658
_zhttps://orcid.org/0000-0003-3524-9271
_zhttps://orcid.org/0000-0001-8152-5658
_zhttps://orcid.org/0000-0003-3524-9271
_zhttps://orcid.org/0000-0001-8152-5658
942 _cART
_dArticle
999 _c11193
_d11193