BACKGROUND: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. OBJECTIVE: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. METHODS: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. RESULTS: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. CONCLUSIONS: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.

译文

背景:尽管在过去的十年中,美国的青少年怀孕率急剧下降,但青少年和年轻人中的性传播感染(STI)发生率却有所上升。性传播感染率对非裔美国青年和年轻人的影响不成比例。迫切需要创新,可及且与文化相关的性健康干预措施。
目的:本研究旨在确定基于游戏的性健康干预的最佳方式。开发严肃游戏的教育,娱乐和技术方面;并证明其可用性和目标人群的接受度。
方法:该项目的基础是形成性数据收集,结合基于社区的参与性研究原则和实践以及以用户为中心的设计和开发方法。性活跃青少年关注教育(SAAFE)是根据15至21岁的非洲裔美国年轻人的意见和反馈而开发的,这些年轻人参加了青年顾问委员会并进行了焦点小组讨论,以为严肃游戏的共同设计和创作提供信息。设计更改后,该过程是高度迭代的,有多个会话供用户输入。它分三个阶段进行。社会认知理论和解决问题的理论被用来通过认真的游戏提供基于证据的,具有创伤知识的教育。可用性测试评估了原型用户体验的质量。
结果:在所有三个阶段中,共有来自哥伦比亚特区和阿拉巴马州伯明翰的86位15至21岁的自我识别的非洲裔美国男性和女性参加了研究。参与者要求进行约会模拟游戏。他们希望SAAFE具有可定制性,现实性,娱乐性,教育性,现代性和体验性,并将其后果与他们的游戏决策联系起来。可用性测试得出的初始系统可用性调查得分为77.7,使该游戏在可用性上处于第82个百分位,并且高于平均水平。
结论:初步结果表明,SAAFE原型是一种有前途的干预措施,可通过使用角色扮演游戏让非洲裔美国年轻人参与性健康教育。如果经证明有效,那么这款游戏就有可能满足对性教育的需求,平衡大众媒体对性的不良描写,并应对性传播疾病中的性别差异。

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