We conducted a randomized controlled trial with 134 first grade students to determine the impact of the educational math game, Knowledge Battle, on math scores and self-competency.
This article discusses ten lessons learned by the play2PREVENT team during the formative work involved in the development of PlayForward: Elm City Stories.
- Games for Health JournalIf 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.
- 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.
- Using Videogame Apps to Assess Gains in Adolescents' Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery
This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments.
A discussion with leading experts in the field of serious videogames regarding the current status of games for health and need for continued research.
Abstract discussing the impact of PlayForward on drug/alcohol/sex-related (DAS) knowledge from the Journal of Adolescent Health.
Abstract discussing the impact of PlayForward on drug/alcohol/sex-related (DAS) knowledge from the Journal of Drug and Alcohol Dependence.
Challenging research is needed to clarify the factors influencing transfer of learning from games to real life.
Editor in Chief for the Games for Health Journal, Bill Ferguson, Phd, has a candid conversation with Ben Sawyer, Co-Founder of Digitalmill and the Serious Games Initiative.
- Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions
Through the development of PlayForward: Elm City Stories, we developed a process that helps researchers and game developers work effectively together by creating what we have termed “Game Playbooks”.
- Games for Health JournalNovel Methods to Collect Meaningful Data from Adolescents for the Development of Health Interventions
The purpose of this article was to provide examples of three strategies we used to engage young adolescents in discussions surrounding their environment and future aspirations and to demonstrate the quality and utility of the data garnered from these activities.
- The use of message framing to promote sexual risk reduction in young adolescents: a pilot exploratory study
We recruited 26, 10 to 14 year-olds to participate in focus groups. We asked each adolescent to design a poster that advised their peers to “wait to have sex until they are much older so they can achieve their future goals and dreams” and instructed them to choose from the selection of images and messages we provided or to generate their own content.
We conducted a systematic review to assess the type and quality of the studies evaluating the effects of electronic media–based interventions on health and safety behavior change in youth aged 18 years or younger.
- A Qualitative Study to Inform the Development of a Videogame for Adolescent Human Immunodeficiency Virus Protection
We conducted individual interviews and focus groups with 10–15 year-old boys and girls (36 unique participants) at a neighborhood-based nonprofit organization serving youth from low-resource neighborhoods in New Haven, CT.