2013
DOI: 10.1097/nnr.0b013e318276138f
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Randomized Trial of a Peer Resistance Skill-Building Game for Hispanic Early Adolescent Girls

Abstract: BACKGROUND Research suggests that adolescents can use peer resistance skills to avoid being pressured into risky behavior, such as early sexual behavior. Avatar-based Virtual Reality (AVR) technology offers a novel way to build these skills. OBJECTIVES Study aims were to: evaluate the feasibility of an AVR peer resistance skill building game (DRAMA-RAMA™); explore the impact of game play on peer resistance self-efficacy; and assess how positively the game was perceived. METHOD 45 low income early adolescen… Show more

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Cited by 25 publications
(46 citation statements)
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References 36 publications
(34 reference statements)
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“…“Digital puppetry,” or the real-time animation of human-controlled virtual characters, or avatars, is a technology that can be used to create a highly interactive simulation game play experience (Norris, Hughes, Hecht, Peragallo, & Nickerson, 2013). Highly interactive games are assumed to be highly engaging (Charoenying, 2010) and thus more effective for teaching and training (Dickey, 2005; Salen & Zimmerman, 2004; Vogel et al, 2006).…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…“Digital puppetry,” or the real-time animation of human-controlled virtual characters, or avatars, is a technology that can be used to create a highly interactive simulation game play experience (Norris, Hughes, Hecht, Peragallo, & Nickerson, 2013). Highly interactive games are assumed to be highly engaging (Charoenying, 2010) and thus more effective for teaching and training (Dickey, 2005; Salen & Zimmerman, 2004; Vogel et al, 2006).…”
Section: Introductionmentioning
confidence: 99%
“…The purpose of this methodologic paper is to assess the reliability and validity of using Guerrero’s (2005) rating system for assessing involvement in human dyadic interpersonal interactions as a measure of player involvement in the human–avatar interactions occurring in a skill-building simulation game called DRAMA-RAMA™ (Norris et al, 2013). This rating system provides an opportunity to add an objective measure to the battery of current engagement instruments that are reliant on self-report data.…”
Section: Introductionmentioning
confidence: 99%
“…124 Different design features as well as content can also draw particular target groups, such as the use of avatars designed to appeal to a younger audience. 125 Ensuring that the intervention is tailored to the target group while recognising heterogeneity and remaining widely relevant is an inherent design tension. In practice there may be a trade-off between meeting the 'niche' needs of a target population and maximising breadth and reach of the intervention.…”
Section: Target Populationsmentioning
confidence: 99%
“…These focus groups were conducted as part of a program of research that developed and tested the use of a peer resistance skill building, live simulation computer game, involving digital puppetry. Peer resistance skills were taught as part of a developmentally appropriate, culturally tailored pregnancy prevention intervention for Hispanic early adolescent (ages 11–14) girls (see also Norris, Hughes, Hecht, Peragallo, & Nickerson, 2013). Study measures assessed: demographic characteristics, including questions about onset of menses; peer resistance self-efficacy (DiIorio et al 2001); peer resistance intentions and behaviors; sexual intentions (Kirby, Korpi, Barth, & Cagampang, 1997); and sexual behaviors (Barnett, 2006).…”
Section: An Illustrationmentioning
confidence: 99%