Science

August 2022

NIH Helping to End Addiction Long-tern (HEAL) Prevention Cooperative rapidly develops 10 opioid misuse prevention interventions to compare effectiveness, harmonize data, and measure opioid use experiences

The Helping to End Addiction Long-Term (HEAL) Prevention Cooperative (HPC) is rapidly developing 10 distinct evidence-based interventions for implementation in a variety of settings to prevent opioid misuse and opioid use disorder. This paper describes the needs, opportunities, strategies, and processes that were used to harmonize HPC data. More >

July 2021

Promoting student health and well-being with digital games

This chapter highlights four games developed by the play2PREVENT Lab at the Yale Center for Health & Learning Games. As part of their PlayForward Prevention Platform, PlayForward: Elm City Stories, smokeSCREEN, PlayTest!, and PlaySmart focus on positive youth development. Strategies to incorporate games into the classroom are provided with resources at the end. More >

January 2021

A study to evaluate the impact and participant satisfaction of VR game for e-cigarette use prevention use

Testing the preliminary impact and participant experience/satisfaction of Invite Only VR: A Vaping Prevention Game (Invite Only VR), an electronic cigarette (e-cigarette) prevention game prototype using virtual reality (VR) hardware. More >

May 2020

Videogame intervention to encourage HIV testing and counseling among adolescents

The purpose of this study was to modify an original serious game targeting risk reduction and HIV prevention developed by the play2PREVENT Lab and create a new serious game that focuses on HIV testing and counseling (HTC), evaluate its feasibility and acceptability, and pilot-test the assessment measures that are subsequently being used in a large randomized controlled trial. More >

December 2019

Effectiveness of a web-based tobacco product use prevention video game intervention on young adolescents’ beliefs and knowledge

The purpose of this study was to conduct a real-world, quasi-experimental test of the effectiveness of a web-based video game, smokeSCREEN, aimed at developing healthy beliefs and knowledge associated with tobacco product use prevention, including electronic cigarettes. More >

October 2019

Improving health outcomes and quality of life for African adolescents: The role of digital and mobile games

This chapter explores: (1) general definitions of well-being and its relation to factors associated with quality of life; (2) adolescents in Africa; (3) health burdens in Africa; (4) Serious Games; (5) Games for health on a global scale and (6) Games for health in Africa. More >

April 2019

One Night Stan: Feasibility study of an HIV prevention and sexual risk reduction social card game for young black women

Here we describe the feasibility and preliminary impact of our social card game prototype, One Night Stan, a theory-driven and evidence-based human immunodeficiency virus (HIV) prevention intervention for young black women. More >

November 2018

A videogame intervention for tobacco product use prevention in adolescents

Here we explain the results of our pilot study examining the short-term effects of an interactive videogame on changing adolescent knowledge, beliefs and risk perceptions, and intentions to use e-cigarettes, cigarettes, and other tobacco products. More >

October 2018

Development and feasibility testing of a videogame intervention to reduce high-risk sexual behavior in black and Hispanic adolescents

This paper explains how we developed and tested the feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. More >

August 2018

But do they like it? Participant satisfaction and gameplay experience of a public health videogame intervention in adolescents

This mixed methods study explored adolescents’ satisfaction and gameplay experience with a videogame intervention aimed at reducing HIV-related risk. More >