2016
DOI: 10.1089/g4h.2015.0092
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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

Abstract: Objective: Serious games are emerging as important tools that offer an innovative approach to teach adolescents behavioral skills to avoid risky situations. 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. Materials and Methods: We collected interview data from four stakeholder groups regarding incorporating PlayF… Show more

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Cited by 6 publications
(8 citation statements)
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“…In the other 6 studies, the information collected regarded user preferences for the mode of care administration: in person or via DHI. Furthermore, 3 studies found that adolescents preferred DHIs over the in-person approach, as they helped avoid possible stigma related to mental health care and reduced anxiety through teleconferencing with a psychiatrist [ 38 , 43 , 50 ]. Another 3 studies found that adolescents preferred the in-person setting to a DHI [ 24 , 39 , 51 ].…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…In the other 6 studies, the information collected regarded user preferences for the mode of care administration: in person or via DHI. Furthermore, 3 studies found that adolescents preferred DHIs over the in-person approach, as they helped avoid possible stigma related to mental health care and reduced anxiety through teleconferencing with a psychiatrist [ 38 , 43 , 50 ]. Another 3 studies found that adolescents preferred the in-person setting to a DHI [ 24 , 39 , 51 ].…”
Section: Resultsmentioning
confidence: 99%
“…The second was an internet site; participants preferred using it to in-person encounters, as it avoided mental health stigma [ 38 ]. The third DHI was a video game that delivered mental and general health education; participants indicated that they preferred its recreational dimension to traditional classes [ 43 ]. Logically, the preference between in-person interventions and DHIs should be explored only when the proposed service already exists in an in-person setting.…”
Section: Discussionmentioning
confidence: 99%
“…In one study, school staff reported confidence in discussing sexuality, but reported varying levels of support for comprehensive sex education from parents (42%), community leaders (53%), and school officials (50%) [ 60 ]. In contrast, our qualitative study of key stakeholders implementing PlayForward in real-world settings demonstrated support for the game intervention’s potential role in sexual health education in schools [ 62 ]. PlayForward offers potential implementation advantages over other school-based interventions because it does not involve intensive training requiring significant human and financial resources, and it provides a level of fidelity in the delivery of content.…”
Section: Discussionmentioning
confidence: 99%
“…Unlike other interventions, serious games can be delivered with consistent fidelity; they also have the advantage of requiring minimal additional personnel and support while being easily delivered and distributed. The play2PREVENT 1 Lab has a wealth of experience in developing, evaluating, and disseminating easily accessible videogame interventions that target a range of health behaviors in adolescents [25][26][27][28][29][30][31][32][33][34][35][36][37].…”
Section: Introductionmentioning
confidence: 99%