Project 1: HIV/STI Prevention for Out-of-School Emerging Adults Using A Video Game

We are developing a fun, interactive video game concerning abstinence and safer sex.  The game is aimed at ethnically diverse emerging adults (age 18-22) who reside in urban settings. This project brings together investigators in the disciplines of communication, psychology, anthropology, design, and computer science.  The game will ultimately be distributed directly to individuals and/or through various organizations.

Project Director: Dr. Leslie Snyder, University of Connecticut (Storrs)

Playing a video game

The PROBLEM

Emerging adults (age 18-25) have the highest incidence of unprotected sex and very high infection rates
for HIV and other STIs.

  • Although exposed to prevention messages since youth, emerging adults still engage in risky behavior.

  • Men and young adults who are not in school are a tough audience:
         - Out of school emerging adults are understudied compared to college students (Collins, et al., 2005) and are
           harder to reach with traditional interventions.

         - Tests of popular television programming delivering persuasive safer sex messages found effects on women's        attitudes and behaviors, but not men's (Farrar, 2006; Huston, et al., 1998; Ward & Rivadeneyra, 1999).


  • Men are less likely to use the media to learn about interpersonal relationships (Huston, et al., 1998).

The INTERVENTION

The intervention is a fun, interactive video game about safer sex and abstinence designed for use by urban, ethnically diverse, emerging adults.

  • Youth play video games so it is a good medium with which to reach them:

          - About 75% of 15-18 year old African-American and Hispanic males play video games daily.

          - About 50% of white males, African-American females, and white females play daily (Kaiser data).

          - One third of Hispanic females play video games daily.
  • Our formative research with the target group strongly suggests they want to learn more about sex, and they like the concept of a safer sex video game.

ADVANTAGES of Video Games

  • Learning by discovery.
  • Potential for long exposure times.
  • Opportunity to model positive behaviors and show consequences of both positive and negative behaviors.
  • Content can be tailored based on in-game assessment.
  • Learning through role-plays and identification with game characters.

EMPIRICAL EVIDENCE for the EFFECTIVENESS of Video Games

  • Adventure style video games with colorful graphics and engaging storylines are very effective in teaching young children to manage chronic health conditions (Lieberman, 1998, 2001).

  • Computer based role-playing can effectively teach interpersonal skills (Holsbrink-Engels, 1997) and
    improve decision making skills (taylor et al., 1997).

  • School based electronic (Lightfoot & LaCour, 2006), and traditional non-electronic games (Fisher et al., 1999, 2002; Jemmott et al., 1992) have been used effectively for HIV prevention for teens.

GAME CONCEPT

  • The game will feature 3-D characters and visuals.

  • Players will do "missions," playing self and different characters in romantic or sexual interpersonal encounters, including wihtin established relationships (e.g. "baby daddy", "wifey"), transactional (for goods or services, e.g. "sugar daddy"), familiar infrequent (e.g. known personally, friend of a friend), and strangers (e.g. "jump off").

  • Game will be tailored by sexual experience, gender, and cultural factors.

  • Safe behavior will be rewarded; risky behavior will have negative consequences.

  • There will be in-game rewards, meters, and built-in advice givers.

  • The game will ultimately be distributed via the web and/or through community organizations.

KEY MESSAGE POINTS and BEHAVIOR CHANGE MODEL

     Behavior Change Model & Key Message Points

 

Print the Video Game project brochure (pdf)



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               Project 2: Place-Based Social Marketing to Prevent Urban Youth Party Drug Use

                  "Xperience" Collaborating with Young Urban Artists: A Multilevel Drug Prevention Intervention Pilot                           
Dr. Jean Schensul, Project Director, Institute for Community Research (ICR), Hartford, CT


This project is a 3-year intervention study utilizing branded, live entertainment shows
by peer performing artists who model and deliver risk avoidance messages
about common "party drugs" to low-level using and non-using youth.

Poster featuring Xperience artists

Print the
project brochure (pdf)

We are developing and testing an innovative, participatory, community-based approach to reduce drug and alcohol use among inner-city youth (age 15-20).  We are producing a series of shows at a local entertainment venue using local artists.  The Xperience performances and visual art products contain messages about the risks of club drug use (including alcohol, marijuana, ecstasy, and angel dust) to prevent an increase in substance use over time.  The study uses critical components of urban youth culture to deliver the drug prevention messages by demonstrating the fun in attending substance-free events, promoting and supporting substance-free group norms, and providing an opportunity for local celebrities to endorse substance free choices. The project is a collaborative effort between an experienced team at the community-based Institute for Community Research (ICR) located in Hartford, CT, and CHCM investigators at UConn. The project will provide a model for replicating this intervention by community or municipal organizations in other cities.

A manual will be produced to assist organizations in conducting similar interventions and producing public service announcements, songs and spoken performances. Promotional information dissemination will be accomplished through web-streaming technology, print media and promotional object giveaways.
KEY AIMS of the INTERVENTION STUDY
  • Create drug-free safe spaces for youth.

  • Involve young artists in creating performances with drug prevention messages.

  • Disseminate drug prevention messages through live shows and on branded items
    (i.e. T shirts, key chains, posters, CDs and DVDs).

  • Evaluate intervention efficacy in sustaining non-use of drugs among youth.

  • Expand organizations and youth groups who support drug-free lifestyles.

  • Disseminate Xperience locally and nationally.
IMPLEMENTATION (2006 - Yr 1)
  • Developed 7 messages reinforcing resistance to marijuana, alcohol and MDMA, based on core values, party drug expectancies and social influence.

  • Held 4 "Xperience Hartford" drug free shows using the tag line "for those who choose not to use."

  • 17 local performing artists created new, original works of art containing drug prevention messages.

  • Received IRB approval to waive parental consent.
PARTICIPANT DEMOGRAPHICS
  • N = 145 youth aged 15-20 (mean 16.37).
    51% African-American, 43% Latino, and 5% White.

  • Survey Pilot: N = 88 for pre-test; N = 2 for pre and post- test.
    53% had never used alcohol; and 75% had never used marijuana.

  • Less than 10% reported marijuana or alcohol use one or more times in past 30 days; 5% had used MDMA at leats once.
CONCLUSIONS
  • Total audience reached = approximately 115 youth across shows. There is feasibility and acceptability of drug-free entertainment and persuasive drug resistance messaging with urban youth ages 14-20.

  • Post-test survey responses showed high levels of trust and belief in messages and mode of delivery.

  • A quai-experimental design in 2007-2008 will evaluate short term efficacy.


This project is a collaboration between the ICR, CHCM and the Hartford Animation Institute.

The Institute for Community Research logo
Dr. Jean Schensul, Founding Director
Institute for Community Research
Two Hartford Square West, Suite 100
146 Wyllys Street
Hartford, CT 06106-5128
860.278.2044 fax 860.278.2141
email info@icrweb.org
http://www.incommunityresearch.org/index.htm

 

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CHCM Research Projects
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We conduct research related to health communication, health marketing, and health interventions across a range of disciplines. Our aim is to study the dynamics of health-risk behavior within at-risk populations and to develop health interventions and marketing strategies that reduce risky behaviors.

CHCM welcomes opportunities to collaborate on new research. Please feel free to contact us to discuss potential projects.


MAJOR ONGOING PROJECTS

We are designing and testing the efficacy of two innovative entertainment-education approaches for promoting healthy behaviors among urban adolescents and young adults:

ADDITIONAL RESEARCH

Our research includes monitoring existing health communication and marketing research and practices that may impede or improve health.  

  • Analysis of existing databases of health communication and education interventions.


    CHCM is developing a  free, web-delivered, searchable database to assist in the translation and dissemination of efficacious health interventions. It will go beyond existing databases
    by including a broader range of health topics including nutrition, exercise, mammography screening, HIV/ AIDS, and by providing information on the comparative efficacy of interventions. (brochure pdf)

  • Meta-analyses of existing research on HIV:

    Syntheses of HIV and AIDS Research Project (SHARP)

    SHARP is a series of meta-analyses relevant to HIV prevention, studies of risky sexual
    attitudes and behavior, and a series of studies on the nature of argument quality.


  • Meta-analyses of nutrition education and communication interventions. (brochure pdf)

  • Meta-analyses of health interventions that use tailoring.

  • Monitoring public service announcements (PSAs).

  • Monitoring food and beverage advertising to children.

  • Monitoring the communication and marketing practices of the 50 state public health departments.

 

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