“七块石头的秘密”:一个面向青少年及其父母的在线代际性健康教育游戏的短期效果。

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Ross Shegog, Christine Markham, Melissa Peskin, Robert C Addy, Sara Dube, Diane Santa Maria, Susan Tortolero Emery, Johnny M Wilkerson, Elizabeth Baumler, Laura Armistead, Pooja Chaudhary, Hsing-Yi Song, Angela Spencer, Jeffery McLaughlin
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引用次数: 0

摘要

目的:代际游戏提供了影响父母与青少年性健康交流的潜在渠道。“七块石头的秘密”(SSS)是一个18级的在线冒险游戏和家长网站,旨在让父母和青少年(11-14岁)就健康的约会关系和性行为进行对话,并为青少年提供性健康技能培训。本研究的假设是,接触SSS会增加性健康的亲子沟通,增加青少年推迟初次性行为的意愿,并减少青少年接触促进性活动的情况。材料与方法:对随机分配到干预组(n = 40)和对照组(n = 45)的父母-青年二人组的家庭进行SSS评估。在线调查用于收集关于二元性健康交流的基线和三个月的随访数据,交流和青少年性行为的决定因素,以及游戏可用性评级。结果:双组由父母(n = 83,白人47%,女性93%,44.4±5.8岁)和青年(n = 83,白人42%,男性54%,12.9±1.1岁,96%性经验不足)组成。玩SSS组亲子性健康沟通频次和青少年沟通自我效能感均高于对照组(P < 0.01)。青少年认为亲子沟通更开放,在避孕套和人类免疫缺陷病毒/性传播感染知识和父母对性信仰的认知方面有显著改善(78%),但持续时间和吸引力较低。结论:本研究通过短期随访证明了家庭代际性健康教育游戏对亲子沟通的影响。对长期行为影响的进一步研究表明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The "Secret of Seven Stones": Short-Term Efficacy of an Online Intergenerational Sexual Health Education Game for Early Adolescents and Their Parents.

Objectives: Intergenerational games offer a potential channel to impact parent-youth sexual health communication. The "Secret of Seven Stones" (SSS) is an 18-level online adventure game and parent website designed to engage parents and youth (11-14 years) in conversations about healthy dating relationships and sexual behavior and to provide sexual health skills training to youth. Study hypotheses were that SSS exposure would increase sexual health parent-child communication, increase youth intentions to delay sexual debut, and reduce youth exposure to situations that promote sexual activity. Materials and Methods: SSS was evaluated in the homes of parent-youth dyads randomly assigned to intervention (n = 40) and comparison (n = 45) conditions. Online surveys were used to collect baseline and three-month follow-up data on dyadic sexual health communication, determinants for communication and youth sexual behavior, and game usability ratings. Results: Dyads comprised parents (n = 83, 47% white, 93% female, 44.4 ± 5.8 years) and youth (n = 83, 42% white, 54% male, 12.9 ± 1.1 years, and 96% sexually inexperienced). Frequency of parent-youth sexual health communication and youth communication self-efficacy increased in those playing SSS compared with those in the comparison group (P < 0.01). Youth perceived parent-youth communication as more open and demonstrated significant improvement in condom and human immunodeficiency virus/sexually transmitted infection knowledge and perceptions of parents' beliefs about sex (<0.001). Usability ratings were higher on ease, credibility, and helpfulness (all >78%) but lower on duration and appeal (<56%). Conclusion: This study demonstrated the utility of an in-home intergenerational sexual health education game to impact parent-youth communication by short-term follow-up. Further investigation of longer-term behavioral impact is indicated.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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