Science
Adolescents’ perceptions of flavored tobacco products, including E-cigarettes: A qualitative study to inform FDA tobacco education efforts through videogames
We conducted focus groups with 11–17-year-old adolescents from after-school programs in CT and CA about flavored tobacco product beliefs and experiences, and how these compared to traditional cigarettes. More >
Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents
The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at the primary prevention of cigarette and marijuana use. More >
Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial
We conducted a large, randomized controlled trial with 333 adolescents aged 11-14 to evaluate the HIV prevention videogame intervention, PlayForward: Elm City Stories. More >
An Evaluation of an Educational Video Game on Mathematics Achievement in First Grade Students
We conducted a randomized controlled trial with 134 first grade students to determine the impact of the educational math game, Knowledge Battle, on math scores and self-competency. More >
Development of an HIV Prevention Videogame: Lessons Learned
This article discusses ten lessons learned by the play2PREVENT team during the formative work involved in the development of PlayForward: Elm City Stories. More >
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
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. More >
The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories
This article describes the innovative methods used in the randomized controlled trial for the videogame intervention, PlayForward: Elm City Stories. More >
Using Videogame Apps to Assess Gains in Adolescents’ Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery
This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. More >
Games for Health for Children—Current Status and Needed Research
A discussion with leading experts in the field of serious videogames regarding the current status of games for health and need for continued research. More >
Abstract: A Videogame Intervention Increases HIV Knowledge in Adolescents
Abstract discussing the impact of PlayForward on drug/alcohol/sex-related (DAS) knowledge from the Journal of Adolescent Health. More >