Science
PlayForward: A videogame that increases drug, alcohol, and sexual risk knowledge in teens
Abstract discussing the impact of PlayForward on drug/alcohol/sex-related (DAS) knowledge from the Journal of Drug and Alcohol Dependence. More >
Serious Games for Sexual Health
A roundtable discussion with a panel of sexual health researchers on the place of serious games in furthering the field of sexual health. More >
Videogames, Here for Good
The use of technology in health care is increasingly ubiquitous, and there is mounting evidence that videogames can serve as interventions to increase knowledge and effect behavior change in youth. More >
Using What’s Learned in a Game to Use in Real Life
Challenging research is needed to clarify the factors influencing transfer of learning from games to real life. More >
Game? Seriously?! A Candid Conversation with Ben Sawyer, Co-Founder of DigitalMill
Editor in Chief for the Games for Health Journal, Bill Ferguson, Phd, has a candid conversation with Ben Sawyer, Co-Founder of Digitalmill and the Serious Games Initiative. More >
Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions
Through the development of PlayForward: Elm City Stories, we developed a process that helps researchers and game developers work effectively together by creating what we have termed “Game Playbooks”. More >
Novel Methods to Collect Meaningful Data from Adolescents for the Development of Health Interventions
The purpose of this article was to provide examples of three strategies we used to engage young adolescents in discussions surrounding their environment and future aspirations and to demonstrate the quality and utility of the data garnered from these activities. More >
The use of message framing to promote sexual risk reduction in young adolescents: a pilot exploratory study
We recruited 26, 10 to 14 year-olds to participate in focus groups. We asked each adolescent to design a poster that advised their peers to “wait to have sex until they are much older so they can achieve their future goals and dreams” and instructed them to choose from the selection of images and messages we provided or to generate their own content. More >
Electronic Media-Based Health Interventions Promoting Behavior Change in Youth
We conducted a systematic review to assess the type and quality of the studies evaluating the effects of electronic media–based interventions on health and safety behavior change in youth aged 18 years or younger. More >
A Qualitative Study to Inform the Development of a Videogame for Adolescent Human Immunodeficiency Virus Protection
We conducted individual interviews and focus groups with 10–15 year-old boys and girls (36 unique participants) at a neighborhood-based nonprofit organization serving youth from low-resource neighborhoods in New Haven, CT. More >