This document describes a study that developed a new requirements elicitation procedure called EPIKE (Experiential Participatory and Interactive Knowledge Elicitation) to inform the design of a mobile health (mHealth) psychoeducational application for at-risk adolescents. The procedure involved remotely recorded experiential meetings and iterative reviews with 22 adolescent participants to develop a story-based application prototype. The goals were to develop a needs-based, developmentally appropriate, and emotionally relatable application to address trauma and risky behaviors. The EPIKE approach successfully identified participant needs across the digital divide to inform the mHealth application design.
Focus on Youth is an 8-session HIV and pregnancy prevention program for African American youth ages 12-15. It uses interactive activities like games and roleplays to provide facts about HIV/STDs and teach decision-making, communication, and negotiation skills. Originally called Focus on Kids, it was adapted based on feedback from pilot programs. Evaluations found the intervention increased condom use and reduced risky behaviors more than a control program. The curriculum aims to empower youth to make healthy decisions by addressing social pressures and risks of unsafe behaviors.
This document assesses four vulnerability indicators used to identify at-risk neighborhoods for prioritizing pandemic interventions. It finds low concordance rates between indicators, meaning they identify different tracts as vulnerable. It also finds substantial differences in the racial composition and proportion of minority neighborhoods included between indicators. Specifically, an indicator based on pre-existing health conditions performs best at including African American populations and neighborhoods. The choice of indicator thus has significant implications for which groups and places receive priority support.
Latinos in LA County have been disproportionately impacted by COVID-19, accounting for 64% of cases and over half of deaths despite being 49% of the population. They have higher risks like living in crowded households and working essential jobs. Vaccine enthusiasm is rising among Latinos but access barriers like transportation and trust must be addressed. While most Latinos adopted safety behaviors, risks remain from gatherings and challenges maintaining distancing in multi-generational households pose ongoing risks until widespread vaccination is achieved.
Behavioral Vaccines and Evidence Based Kernels: Non-Pharmaceutical Approaches Dennis Embry
In March of 2009, the Institute of Medicine issued a new report on the Prevention of Mental, Emotional and Behavioral Disorders Among Young People.1 Fundamentally, the report calls for ending the rationing of prevention of mental, emotional and behavioral disorders (MEBs) among America’s children, youth and young adults. Continued rationing of access to scientifically proven prevention causes a serious threat to the country’s national security2 and to our economic competitiveness compared to 22 other rich countries.3 Such MEBs are also the leading preventable cost center for local, state and the federal governments.1, 4 These preventable MEBs cause health-care costs to continue to spiral up.
The IOM Report calls for a public-health approach to MEBs—basically like how America and Canada dealt with the polio epidemic, measles, mumps, car passenger injuries to children, and accidental poisoning from medications and toxic chemicals. Why is this necessary? America’s rates of some of these mental, emotional and behavioral problems are worse than other developed countries,5, 6 and rates of some of these problems have objectively increased over the past 20-50 years in America.7 The attributes of a public-health approach for MEBs are defined in the paper.
The paper discusses multiple examples of how public health approaches might reduce or prevent MEBs using low-cost evidence based kernels, which are fundamental units of behavior. Such kernels can be used repeatedly, which then act as “behavioral vaccines” to reduce morbidity or mortality and/or improve human wellbeing. This document calls for six key policy actions to improve mental, emotional and behavioral health in young people—with resulting wellbeing and economic competiveness of North America and reducing health-care costs.
1) The document describes implementing an HIV/AIDS prevention program called Making Proud Choices! with young adolescent females in Washington DC.
2) It found the program successfully increased participants' knowledge about HIV/AIDS and risk behaviors, though it did not significantly change attitudes.
3) Intended behaviors showed most participants planned to abstain from sex, though some intended to use condoms, and more planned to not get an HIV test even if they thought they may be infected.
This document provides an overview of a research project examining intimate partner violence (IPV) among young people ages 12-24 in Belize, with an emphasis on cyber abuse. The researchers conducted a literature review on existing studies related to gender-based violence, bullying, and healthy relationships. They then administered an online survey to 59 young people and held a focus group with 4 young adults to understand their views and experiences related to dating, IPV, and cyber abuse. The methodology section outlines the mixed methods research design using qualitative and quantitative data collection and analysis. The research aimed to answer questions about perceptions of IPV and healthy relationships among youth, as well as understanding of cyber-based gender violence.
1. The document summarizes recent research on how social capital and social networks impact substance use, treatment, and relapse prevention. It finds that higher social capital, characterized by strong supportive networks of family and non-using peers, is associated with lower substance use and higher rates of recovery maintenance.
2. Treatment programs aim to build clients' positive social capital by helping them establish abstinent bonding networks, as well as bridging networks with non-using community groups. This allows recovery to continue post-treatment by providing alternative social support systems.
3. However, current programs often focus only on bonding networks within recovery groups. To better prevent relapse, interventions should expand clients' social networks beyond these groups to integrate them into
Focus on Youth is an 8-session HIV and pregnancy prevention program for African American youth ages 12-15. It uses interactive activities like games and roleplays to provide facts about HIV/STDs and teach decision-making, communication, and negotiation skills. Originally called Focus on Kids, it was adapted based on feedback from pilot programs. Evaluations found the intervention increased condom use and reduced risky behaviors more than a control program. The curriculum aims to empower youth to make healthy decisions by addressing social pressures and risks of unsafe behaviors.
This document assesses four vulnerability indicators used to identify at-risk neighborhoods for prioritizing pandemic interventions. It finds low concordance rates between indicators, meaning they identify different tracts as vulnerable. It also finds substantial differences in the racial composition and proportion of minority neighborhoods included between indicators. Specifically, an indicator based on pre-existing health conditions performs best at including African American populations and neighborhoods. The choice of indicator thus has significant implications for which groups and places receive priority support.
Latinos in LA County have been disproportionately impacted by COVID-19, accounting for 64% of cases and over half of deaths despite being 49% of the population. They have higher risks like living in crowded households and working essential jobs. Vaccine enthusiasm is rising among Latinos but access barriers like transportation and trust must be addressed. While most Latinos adopted safety behaviors, risks remain from gatherings and challenges maintaining distancing in multi-generational households pose ongoing risks until widespread vaccination is achieved.
Behavioral Vaccines and Evidence Based Kernels: Non-Pharmaceutical Approaches Dennis Embry
In March of 2009, the Institute of Medicine issued a new report on the Prevention of Mental, Emotional and Behavioral Disorders Among Young People.1 Fundamentally, the report calls for ending the rationing of prevention of mental, emotional and behavioral disorders (MEBs) among America’s children, youth and young adults. Continued rationing of access to scientifically proven prevention causes a serious threat to the country’s national security2 and to our economic competitiveness compared to 22 other rich countries.3 Such MEBs are also the leading preventable cost center for local, state and the federal governments.1, 4 These preventable MEBs cause health-care costs to continue to spiral up.
The IOM Report calls for a public-health approach to MEBs—basically like how America and Canada dealt with the polio epidemic, measles, mumps, car passenger injuries to children, and accidental poisoning from medications and toxic chemicals. Why is this necessary? America’s rates of some of these mental, emotional and behavioral problems are worse than other developed countries,5, 6 and rates of some of these problems have objectively increased over the past 20-50 years in America.7 The attributes of a public-health approach for MEBs are defined in the paper.
The paper discusses multiple examples of how public health approaches might reduce or prevent MEBs using low-cost evidence based kernels, which are fundamental units of behavior. Such kernels can be used repeatedly, which then act as “behavioral vaccines” to reduce morbidity or mortality and/or improve human wellbeing. This document calls for six key policy actions to improve mental, emotional and behavioral health in young people—with resulting wellbeing and economic competiveness of North America and reducing health-care costs.
1) The document describes implementing an HIV/AIDS prevention program called Making Proud Choices! with young adolescent females in Washington DC.
2) It found the program successfully increased participants' knowledge about HIV/AIDS and risk behaviors, though it did not significantly change attitudes.
3) Intended behaviors showed most participants planned to abstain from sex, though some intended to use condoms, and more planned to not get an HIV test even if they thought they may be infected.
This document provides an overview of a research project examining intimate partner violence (IPV) among young people ages 12-24 in Belize, with an emphasis on cyber abuse. The researchers conducted a literature review on existing studies related to gender-based violence, bullying, and healthy relationships. They then administered an online survey to 59 young people and held a focus group with 4 young adults to understand their views and experiences related to dating, IPV, and cyber abuse. The methodology section outlines the mixed methods research design using qualitative and quantitative data collection and analysis. The research aimed to answer questions about perceptions of IPV and healthy relationships among youth, as well as understanding of cyber-based gender violence.
1. The document summarizes recent research on how social capital and social networks impact substance use, treatment, and relapse prevention. It finds that higher social capital, characterized by strong supportive networks of family and non-using peers, is associated with lower substance use and higher rates of recovery maintenance.
2. Treatment programs aim to build clients' positive social capital by helping them establish abstinent bonding networks, as well as bridging networks with non-using community groups. This allows recovery to continue post-treatment by providing alternative social support systems.
3. However, current programs often focus only on bonding networks within recovery groups. To better prevent relapse, interventions should expand clients' social networks beyond these groups to integrate them into
Reframing Fetal Alcohol Spectrum Disorder: Studying Culture to Identify Commu...BARRY STANLEY 2 fasd
Reframing Fetal Alcohol Spectrum Disorder: Studying Culture to Identify
Communication Challenges and Opportunities
Nathaniel Kendall-Taylor1, Marissa Fond1
1The Frame Works Institute, USA Correspondence: Nathaniel Kendall-Taylor, The Frame Works Institute, USA.
Public Health Association of South Africa (PHASA) poster presentation of the "Theoretical underpinnings of promotion campaigns for
medical male circumcision HIV prevention interventions in sub-Saharan Africa"
Cyberbullying, social stigma, and self-esteem: the impact of COVID-19 on stud...Rula alsawalqa
The spread of the COVID-19 pandemic has transformed the way people live, work, and socialize, and has perhaps
even altered the reasons why they harass one another. To our knowledge, the present study is one of the first
studies to address cyberbullying among university students during the COVID-19 pandemic. Additional objectives
were to reveal the causes and types of cyberbullying that university students from East and Southeast Asia have
experienced because of COVID-19, and to explore the relationship between cyberbullying and self-esteem. Of the
525 university students from different East and Southeast Asian countries and varied academic backgrounds who
were invited to participate in the study, 310 students agreed and were included. Moreover, a sample of 400
Jordanian undergraduate students, who participated in cyberbullying against East and Southeast Asian students
on social media, answered a questionnaire to reveal their reasons for engaging in bullying during the COVID-19
pandemic. This study also examined the relationship and differences between sex and nationality. The findings
revealed that cyberbullying contributed to low self-esteem in students of East and Southeast Asian descent who
were victims of bullying. Men were more likely to be bullies and cyberbullies than women. The bullies admitted
that the main reason for cyberbullying was humor, and that they were unaware that their harsh or aggressive
behaviors could be categorized as bullying. This study aimed to make a positive contribution to the scant literature on cyberbullying/cyber racism among university students in an Arab country. We believe our findings can
help guide the formulation of policies and solutions that address cyberbullying, especially between resident and
foreign students
This document provides a literature review and environmental scan on population-based health communication and social determinants of health. It discusses research showing that targeting specific audiences, framing messages based on political ideology, and increasing public support for policies addressing social and environmental factors can help reduce health disparities. The review examines topics like equity, investing in prevention outside of medical care, communicating about shifting investments, and how social circumstances impact behaviors and health outcomes. It provides examples of communication strategies and considerations for population health advocates in messaging around social determinants.
Fourteen years ago I was asked to prepare the following document. After it was completed, the contractor asked me to re-do it because they had made a mistake in the age they wanted covered. [They seemed to believe the information was too sensitive politically] and buried the report. I'm submitting it here now to learn what the LinkedIn audience thinks. Is it time to update it?
Recognition of the role local public health departments play has risen sharply since 2018, according to a national poll conducted by Public Opinion Strategies for the de Beaumont Foundation. 73 percent of voters say public health departments play an important role in making communities healthy, compared with 56 percent in 2018. And 61 percent say they'd be willing to pay more in state and local taxes to provide funding for public health services.
Read more at debeaumont.org/2020poll.
This document discusses factors that influence texting while driving behavior. It describes how texting while driving is a growing issue in the US that many teens and adults disregard despite risks. Statistics show high rates of texting while driving among teens and young adults. Texting while driving increases the risk of accidents by 23 times and is attributed to many injuries and deaths each year. The document then analyzes how intrapersonal factors like perceptions of risk, socioeconomic status, and age influence texting behavior. Interpersonal influences like learning from family members and friends are also examined. Finally, organizational efforts, policies, and community factors that can reduce texting while driving are outlined.
This document discusses strategies to reduce high-risk drinking among college students, particularly around 21st birthdays. It references studies finding that females are more likely than males to experience negative consequences from drinking and feel more regret. The document also notes that education alone is not effective at changing drinking behaviors and that school-sponsored interventions may have greater impact. Survey results of WMU students show high rates of pre-drinking and binge drinking. The proposed social marketing campaign aims to reduce excessive drinking during 21st birthday celebrations by emphasizing the safety and quality of life benefits of moderate consumption over high-risk behavior.
1) The document discusses a study on the barriers preventing Mexican-Americans from obtaining health insurance under the Affordable Care Act. It identifies differences among generational groups (Millennials, Gen X/Boomers, older adults) in their motives for seeking insurance and barriers faced.
2) Millennials struggle finding reasons to seek insurance and have difficulties completing applications. Gen X/Boomers lacked knowledge about desired coverage options, while older adults faced challenges providing documentation and maintaining medications without coverage.
3) All groups demonstrated a lack of understanding about the Affordable Care Act and its requirements. The study utilized interviews with community health workers to understand these generational perspectives and identify how to improve outreach and assistance
This document discusses strategies that can influence change for women and girls living with HIV/AIDS. It begins by outlining the disproportionate burden faced by these groups, then examines prevalence data showing women, especially minorities in the US South, are at high risk. Risk factors like gender inequality, poverty and violence are discussed. Effective strategies are proposed that target multiple levels - behavioral approaches educate women, environmental strategies address living conditions, and policy aims to improve integrated healthcare access. A woman-centered approach recognizes women's experiences and empowers them as leaders. Comprehensive, sustainable interventions across all levels throughout the life course are needed to promote gender equity and alleviate disparities.
This document discusses reinvigorating condoms as an HIV prevention tool. It summarizes that condoms are effective at preventing HIV transmission but there are still barriers to their use. Condoms play a key role in HIV prevention strategies alongside other interventions. However, risk compensation behaviors, structural barriers like criminalization of homosexuality, and lack of messaging around dual protection can reduce condom uptake and consistent use. The document calls for addressing these challenges and rigorously evaluating condom programming elements to improve access and effectiveness in different epidemic settings.
This document discusses mandatory reporting of child sexual abuse in Canada. It outlines rights frameworks like the UN Convention on the Rights of the Child and Canadian Children's Charter that call for protecting children. Each Canadian province and territory has mandatory reporting laws for child abuse and neglect. The document discusses issues around reporting such as what age cutoff should be used, which professionals should report, lack of training, and lack of support. It also summarizes research that shows mandatory reporting may act as a resilience process by setting precedents for child safety and providing services for well-being, though more strategic research is still needed on its impacts.
Role of Information Technology in Social Society Cyber Bullying as a Contempo...IJSRED
This document discusses cyberbullying amongst teenagers. It begins with defining cyberbullying and noting how technology has enabled new forms of bullying. It then reviews studies showing high rates of cyberbullying experienced by teenagers, particularly on social media. The document outlines the negative impacts of cyberbullying, including emotional distress, depression, and even suicidal thoughts. It then describes a case study of 67 teenagers, finding high rates experienced various forms of cyberbullying and negative effects on self-esteem and mental well-being. The study demonstrates the need to address this issue to prevent further harm.
AIDSTAR-One Findings Report: Analysis of Services to Address Gender-based Vio...AIDSTAROne
Because gender-based violence (GBV) is widely recognized as both a cause and a consequence of HIV infection, the President's Emergency Plan for AIDS Relief (PEPFAR) has identified reducing GBV as one of its five high-priority gender strategies. As part of this effort, AIDSTAR-One conducted case studies in three countries where GBV services were available: Swaziland, Vietnam, and Ecuador. The case studies and this accompanying findings report aim to identify and share promising programmatic approaches and disseminate key elements of success for replication and scale-up.
www.aidstar-one.com/focus_areas/gender/resources/reports/gbv_series_findings_report
Earning Their Way to Healthier Lives: Women First in MozambiqueAIDSTAROne
A complex matrix of factors, such as low literacy, early sexual initiation, and limited economic opportunities, increases the vulnerability of women to HIV infection in Mozambique. The Women First program addresses the role that poverty and lack of access to health information play in the spread of HIV through legal rights and income-generating activities.
This case study covers one of the 31 programs from the Africa Gender Compendium, an AIDSTAR-One gender and HIV integration resource. A series of five Africa Gender Compendium case studies is accompanied by a findings report, which describes lessons learned, gaps, and common experiences across the programs.
Download this and other gender & HIV resources: http://j.mp/zyjmG7
The document summarizes a report on a project conducted by the International HIV/AIDS Alliance to address the feminization of HIV/AIDS in India. The project worked with 16 partner organizations across 5 Indian states to empower vulnerable women through community-driven approaches. Activities included forming support groups, conducting trainings and workshops, and raising awareness of HIV/AIDS, sexual and reproductive health, and legal rights. An evaluation found that the project increased women's knowledge, access to services, and the capacity of partner organizations to address the issue in a sustainable manner through community participation.
This technical package from the CDC presents strategies to prevent youth violence based on extensive research. It identifies six key strategies: 1) Promoting healthy family environments, 2) Providing quality early education, 3) Strengthening youth skills, 4) Connecting youth to caring adults and activities, 5) Creating protective community environments, and 6) Intervening to reduce harms and prevent future risk. The strategies aim to address individual, relationship, community, and societal factors associated with youth violence in order to promote safe, healthy youth and reduce violence.
A survey of 39 recipients of an Eastern Idaho Community Action Partnership (EICAP) food assistance program found that lack of knowledge about EICAP's programs was a primary contributor to low attendance. While some respondents reported understanding the benefits and functions of EICAP programs, they also reported feeling they had nothing to gain from them. The results suggest that communication needs to be improved to clarify what EICAP offers beyond food assistance and how its programs could benefit participants. It is recommended that EICAP increase information provided about its budgeting class and target outreach more specifically to those who could benefit.
AIDSTAR-One Outreach to Most-at-Risk Populations through SIDC in LebanonAIDSTAROne
Successful outreach to most-at-risk populations (MARPs) recognizes the sociocultural context and particularly the gendered norms in which MARPs live. This case study (one of nine in a series) documents how outreach workers in Lebanon raise awareness about how gender norms can increase HIV risk; deliver basic information on HIV, hepatitis, and other STIs; offer counseling to support positive behavior change, and distribute free condoms, syringes, and lubricants.
www.aidstar-one.com/focus_areas/gender/resources/case_study_series/sidc_lebanon
Los tres artículos discuten el impacto de Internet en la educación. Señalan que Internet provee acceso a una gran cantidad de información y es una herramienta útil para la enseñanza, pero también puede afectar la ortografía y el desarrollo del lenguaje. Reconocen la necesidad de desarrollar nuevas competencias para aprovechar las herramientas tecnológicas, y sugieren que los recursos multimedia son importantes para hacer la enseñanza más atractiva y eficiente.
Reframing Fetal Alcohol Spectrum Disorder: Studying Culture to Identify Commu...BARRY STANLEY 2 fasd
Reframing Fetal Alcohol Spectrum Disorder: Studying Culture to Identify
Communication Challenges and Opportunities
Nathaniel Kendall-Taylor1, Marissa Fond1
1The Frame Works Institute, USA Correspondence: Nathaniel Kendall-Taylor, The Frame Works Institute, USA.
Public Health Association of South Africa (PHASA) poster presentation of the "Theoretical underpinnings of promotion campaigns for
medical male circumcision HIV prevention interventions in sub-Saharan Africa"
Cyberbullying, social stigma, and self-esteem: the impact of COVID-19 on stud...Rula alsawalqa
The spread of the COVID-19 pandemic has transformed the way people live, work, and socialize, and has perhaps
even altered the reasons why they harass one another. To our knowledge, the present study is one of the first
studies to address cyberbullying among university students during the COVID-19 pandemic. Additional objectives
were to reveal the causes and types of cyberbullying that university students from East and Southeast Asia have
experienced because of COVID-19, and to explore the relationship between cyberbullying and self-esteem. Of the
525 university students from different East and Southeast Asian countries and varied academic backgrounds who
were invited to participate in the study, 310 students agreed and were included. Moreover, a sample of 400
Jordanian undergraduate students, who participated in cyberbullying against East and Southeast Asian students
on social media, answered a questionnaire to reveal their reasons for engaging in bullying during the COVID-19
pandemic. This study also examined the relationship and differences between sex and nationality. The findings
revealed that cyberbullying contributed to low self-esteem in students of East and Southeast Asian descent who
were victims of bullying. Men were more likely to be bullies and cyberbullies than women. The bullies admitted
that the main reason for cyberbullying was humor, and that they were unaware that their harsh or aggressive
behaviors could be categorized as bullying. This study aimed to make a positive contribution to the scant literature on cyberbullying/cyber racism among university students in an Arab country. We believe our findings can
help guide the formulation of policies and solutions that address cyberbullying, especially between resident and
foreign students
This document provides a literature review and environmental scan on population-based health communication and social determinants of health. It discusses research showing that targeting specific audiences, framing messages based on political ideology, and increasing public support for policies addressing social and environmental factors can help reduce health disparities. The review examines topics like equity, investing in prevention outside of medical care, communicating about shifting investments, and how social circumstances impact behaviors and health outcomes. It provides examples of communication strategies and considerations for population health advocates in messaging around social determinants.
Fourteen years ago I was asked to prepare the following document. After it was completed, the contractor asked me to re-do it because they had made a mistake in the age they wanted covered. [They seemed to believe the information was too sensitive politically] and buried the report. I'm submitting it here now to learn what the LinkedIn audience thinks. Is it time to update it?
Recognition of the role local public health departments play has risen sharply since 2018, according to a national poll conducted by Public Opinion Strategies for the de Beaumont Foundation. 73 percent of voters say public health departments play an important role in making communities healthy, compared with 56 percent in 2018. And 61 percent say they'd be willing to pay more in state and local taxes to provide funding for public health services.
Read more at debeaumont.org/2020poll.
This document discusses factors that influence texting while driving behavior. It describes how texting while driving is a growing issue in the US that many teens and adults disregard despite risks. Statistics show high rates of texting while driving among teens and young adults. Texting while driving increases the risk of accidents by 23 times and is attributed to many injuries and deaths each year. The document then analyzes how intrapersonal factors like perceptions of risk, socioeconomic status, and age influence texting behavior. Interpersonal influences like learning from family members and friends are also examined. Finally, organizational efforts, policies, and community factors that can reduce texting while driving are outlined.
This document discusses strategies to reduce high-risk drinking among college students, particularly around 21st birthdays. It references studies finding that females are more likely than males to experience negative consequences from drinking and feel more regret. The document also notes that education alone is not effective at changing drinking behaviors and that school-sponsored interventions may have greater impact. Survey results of WMU students show high rates of pre-drinking and binge drinking. The proposed social marketing campaign aims to reduce excessive drinking during 21st birthday celebrations by emphasizing the safety and quality of life benefits of moderate consumption over high-risk behavior.
1) The document discusses a study on the barriers preventing Mexican-Americans from obtaining health insurance under the Affordable Care Act. It identifies differences among generational groups (Millennials, Gen X/Boomers, older adults) in their motives for seeking insurance and barriers faced.
2) Millennials struggle finding reasons to seek insurance and have difficulties completing applications. Gen X/Boomers lacked knowledge about desired coverage options, while older adults faced challenges providing documentation and maintaining medications without coverage.
3) All groups demonstrated a lack of understanding about the Affordable Care Act and its requirements. The study utilized interviews with community health workers to understand these generational perspectives and identify how to improve outreach and assistance
This document discusses strategies that can influence change for women and girls living with HIV/AIDS. It begins by outlining the disproportionate burden faced by these groups, then examines prevalence data showing women, especially minorities in the US South, are at high risk. Risk factors like gender inequality, poverty and violence are discussed. Effective strategies are proposed that target multiple levels - behavioral approaches educate women, environmental strategies address living conditions, and policy aims to improve integrated healthcare access. A woman-centered approach recognizes women's experiences and empowers them as leaders. Comprehensive, sustainable interventions across all levels throughout the life course are needed to promote gender equity and alleviate disparities.
This document discusses reinvigorating condoms as an HIV prevention tool. It summarizes that condoms are effective at preventing HIV transmission but there are still barriers to their use. Condoms play a key role in HIV prevention strategies alongside other interventions. However, risk compensation behaviors, structural barriers like criminalization of homosexuality, and lack of messaging around dual protection can reduce condom uptake and consistent use. The document calls for addressing these challenges and rigorously evaluating condom programming elements to improve access and effectiveness in different epidemic settings.
This document discusses mandatory reporting of child sexual abuse in Canada. It outlines rights frameworks like the UN Convention on the Rights of the Child and Canadian Children's Charter that call for protecting children. Each Canadian province and territory has mandatory reporting laws for child abuse and neglect. The document discusses issues around reporting such as what age cutoff should be used, which professionals should report, lack of training, and lack of support. It also summarizes research that shows mandatory reporting may act as a resilience process by setting precedents for child safety and providing services for well-being, though more strategic research is still needed on its impacts.
Role of Information Technology in Social Society Cyber Bullying as a Contempo...IJSRED
This document discusses cyberbullying amongst teenagers. It begins with defining cyberbullying and noting how technology has enabled new forms of bullying. It then reviews studies showing high rates of cyberbullying experienced by teenagers, particularly on social media. The document outlines the negative impacts of cyberbullying, including emotional distress, depression, and even suicidal thoughts. It then describes a case study of 67 teenagers, finding high rates experienced various forms of cyberbullying and negative effects on self-esteem and mental well-being. The study demonstrates the need to address this issue to prevent further harm.
AIDSTAR-One Findings Report: Analysis of Services to Address Gender-based Vio...AIDSTAROne
Because gender-based violence (GBV) is widely recognized as both a cause and a consequence of HIV infection, the President's Emergency Plan for AIDS Relief (PEPFAR) has identified reducing GBV as one of its five high-priority gender strategies. As part of this effort, AIDSTAR-One conducted case studies in three countries where GBV services were available: Swaziland, Vietnam, and Ecuador. The case studies and this accompanying findings report aim to identify and share promising programmatic approaches and disseminate key elements of success for replication and scale-up.
www.aidstar-one.com/focus_areas/gender/resources/reports/gbv_series_findings_report
Earning Their Way to Healthier Lives: Women First in MozambiqueAIDSTAROne
A complex matrix of factors, such as low literacy, early sexual initiation, and limited economic opportunities, increases the vulnerability of women to HIV infection in Mozambique. The Women First program addresses the role that poverty and lack of access to health information play in the spread of HIV through legal rights and income-generating activities.
This case study covers one of the 31 programs from the Africa Gender Compendium, an AIDSTAR-One gender and HIV integration resource. A series of five Africa Gender Compendium case studies is accompanied by a findings report, which describes lessons learned, gaps, and common experiences across the programs.
Download this and other gender & HIV resources: http://j.mp/zyjmG7
The document summarizes a report on a project conducted by the International HIV/AIDS Alliance to address the feminization of HIV/AIDS in India. The project worked with 16 partner organizations across 5 Indian states to empower vulnerable women through community-driven approaches. Activities included forming support groups, conducting trainings and workshops, and raising awareness of HIV/AIDS, sexual and reproductive health, and legal rights. An evaluation found that the project increased women's knowledge, access to services, and the capacity of partner organizations to address the issue in a sustainable manner through community participation.
This technical package from the CDC presents strategies to prevent youth violence based on extensive research. It identifies six key strategies: 1) Promoting healthy family environments, 2) Providing quality early education, 3) Strengthening youth skills, 4) Connecting youth to caring adults and activities, 5) Creating protective community environments, and 6) Intervening to reduce harms and prevent future risk. The strategies aim to address individual, relationship, community, and societal factors associated with youth violence in order to promote safe, healthy youth and reduce violence.
A survey of 39 recipients of an Eastern Idaho Community Action Partnership (EICAP) food assistance program found that lack of knowledge about EICAP's programs was a primary contributor to low attendance. While some respondents reported understanding the benefits and functions of EICAP programs, they also reported feeling they had nothing to gain from them. The results suggest that communication needs to be improved to clarify what EICAP offers beyond food assistance and how its programs could benefit participants. It is recommended that EICAP increase information provided about its budgeting class and target outreach more specifically to those who could benefit.
AIDSTAR-One Outreach to Most-at-Risk Populations through SIDC in LebanonAIDSTAROne
Successful outreach to most-at-risk populations (MARPs) recognizes the sociocultural context and particularly the gendered norms in which MARPs live. This case study (one of nine in a series) documents how outreach workers in Lebanon raise awareness about how gender norms can increase HIV risk; deliver basic information on HIV, hepatitis, and other STIs; offer counseling to support positive behavior change, and distribute free condoms, syringes, and lubricants.
www.aidstar-one.com/focus_areas/gender/resources/case_study_series/sidc_lebanon
Los tres artículos discuten el impacto de Internet en la educación. Señalan que Internet provee acceso a una gran cantidad de información y es una herramienta útil para la enseñanza, pero también puede afectar la ortografía y el desarrollo del lenguaje. Reconocen la necesidad de desarrollar nuevas competencias para aprovechar las herramientas tecnológicas, y sugieren que los recursos multimedia son importantes para hacer la enseñanza más atractiva y eficiente.
Este documento describe las propiedades de la fuerza magnética. Explica que la fuerza magnética es proporcional a la carga de una partícula y al campo magnético, y que actúa perpendicularmente a la velocidad de la partícula. Luego proporciona fórmulas para calcular la fuerza magnética sobre una partícula cargada y sobre un alambre conductor de corriente eléctrica. Finalmente, define la fuerza electromagnética como la combinación de la fuerza eléctrica y magnética.
This document provides information on aerial photography, videography, and mapping services in Batam, Indonesia. It lists various types of aerial media services including aerial photos, videos, drone filming, and mapping. Specific services mentioned include aerial wedding photography/videography, property/real estate filming, and promotional/marketing videos. Contact information is provided for Syndicads Aerial, a company located in Batam Center that provides professional aerial media services in 4K quality using drones.
William Mouzon is a 19-year-old student at Texas Tech University majoring in public relations and business with a 3.5 GPA. He has multiple years of leadership experience through band council and the Tech PR club. He also has work experience in food service, retail, and sales. Mouzon is proficient in Microsoft Office programs and is seeking to further develop his professional skills.
This document summarizes topics and actions related to raw materials in the Horizon 2020 Work Programme 2016-2017. It outlines funding opportunities for research and innovation on sustainable production and recovery of raw materials, including selective low impact mining, by-product recovery technologies, intelligent mining demonstrations, and coordination networks. Participation of SMEs, assessment of risks, and engagement of stakeholders are encouraged. International cooperation is also supported.
Josef Šlerka: Google hacking pro knihovníky ÚISK FF UK
Prezentace k přednášce v předmětu Jinonické informační pondělky ze dne 7. 4. 2008. Videozáznam přednášky je dostupný z http://server3.streaming.cesnet.cz/others/uk/ff/uisk/jip/google_hacking.wmv (kvalitní záznam pro rychlé připojení) nebo http://server3.streaming.cesnet.cz/others/uk/ff/uisk/jip/google_hacking_lq.wmv (záznam pro pomalé připojení).
Google hacking pro knihovníky 2 – Google aplikace, viz odkaz http://ttgoogle.blogspot.com/ (Tipy a triky pro Google).
Este documento presenta un plan de marketing para una tienda orgánica llamada Verzana. Los objetivos principales son atraer nuevos clientes, fidelizar a los clientes actuales y posicionar la marca Verzana. El plan incluye estrategias de segmentación, posicionamiento y crecimiento, así como las 4P del marketing mix enfocadas en el producto, precio, plaza y promoción. Finalmente, presenta un cronograma y presupuesto detallado para la implementación del plan a lo largo de un año.
Last week, I visited University of New South Wales, in Australia, and gave a talk providing an overview on research work over the past couple of years to establish a framework for Cognitive Enterprise services, specifically on how the lifecycle of enterprise services from sales to delivery and operation is transformed in the cognitive era. I provided an overview of the research assets we have produced, some of which is in industry or the company in various ways.
1) The document discusses gas turbine engines, which are used to power commercial jets, helicopters, tanks, and power plants. They work by compressing air, mixing it with fuel, igniting it to create hot gases, and using those expanding gases to power turbines and produce thrust or rotation.
2) Engineering advancements in the early 1900s led to the development of gas turbines. They revolutionized airplane propulsion in the 1940s and have since been used for power generation and ships.
3) While powerful and compact, gas turbines are also expensive to design and manufacture due to their high operating temperatures and speeds. They consume more fuel when idling and prefer constant loads.
Content marketing careers are constantly evolving, but one thing is certain: The power of LinkedIn for personal branding and career advancement is here to stay. Of course, because so many people rely on LinkedIn for professional networking these days, it’s essential to create a profile that will help you stand out and get noticed by the people who make hiring decisions in your industry. It’s not an easy task, but it can be
done – with the help of some pro-level tips for strengthening your LinkedIn presence and gaining an edge over the competition. If your “Who’s Viewed Your Profile” chart is flatlining week after week, the advice below will help breathe new life into your profile, improve your visibility in search results, generate more views, and impress your audience.
This document summarizes a webinar on co-occurring risk behaviors during adolescence. The webinar objectives were to describe how youth risk behaviors are correlated, identify factors that place youth at risk for multiple outcomes, consider how teen pregnancy programs address overlapping risk factors, and discuss implications for partnerships and sustainability. The webinar included an overview of youth risk behaviors, lessons from a teen pregnancy prevention program in New Orleans that addressed trauma and mental health needs, and implications for considering common and unique risk factors in programming.
Application of the Protection Motivation Theory in Predicting Preventive Beh...Health Educators Inc
Aim: Decades named preventing injuries decade. The most sensitive and vulnerable
persons against diseases and accident, especially accidental falls are children. This study
aimed to determine the application of the Protection Motivation Theory (PMT) in
predicting preventive behaviors from children's accidental falls (AFs) in mothers with
children less than 3 years old referred to the health centers of Mashhad City.
Methods: This cross-sectional study included 140 mothers who were selected from the
health centers of Mashhad City according to the inclusion criteria of the study and by
cluster and systematic sampling. The instruments for data collection were valid and reliable
questionnaires of demographic information, a self-administered questionnaire that is
assumed to examine the structures of PMT and preventive behaviors from CAFs and were
analyzed with SPSS 20. Pearson & Spearman, one way ANOVA correlation coefficient and
linear regression were applied together to analyze the data.
Findings: The mean age of the subjects was 27.42+5.07 years. The results also showed that
there were statistically significant relationships between the perceived susceptibility and
protection motivation and preventive behaviors from CAFs (P<0.001). Based on regression
analysis, preventive behaviors from CAFs using the structures of protection motivation was
generally 66%.
Conclusion: The results showed that the mother‟s sensitivity and knowledge about
preventive behaviors from CAFs were low. The findings of this study can be useful for
designing educational interventions for prevention of CAFs by health authorities.
Running Head EFFECTS OF SOCIAL MEDIA ON THE YOUTHS .docxtodd271
Running Head: EFFECTS OF SOCIAL MEDIA ON THE YOUTHS 1
EFFECTS OF SOCIAL MEDIA ON THE YOUTHS 8
Effects of Social Media on the Youths
Institution
Name
Section One
The fact that social media has become part our daily live cannot be overlooked especially in the current innovations in technology. Access to devices such as smart phones and broadband internet has created an easy way through which any one can access any form of information that they want. Although the social media has played a special role in ensuring that the information that we is at our disposal, it has resulted in serious erosion of human morals and ethics. It is not surprising that people value their phones more than they do to their fellow human. However, this research will look at how the young people have been impacted by the social media.
The current widespread of the social are becoming an area of interest among the researchers especially about how it has affected the community around the world. Almost every individual is connected to at least one social media plat form and this has attracted the researchers to learn more about these platforms and how they have affected the community around. However, the most affected are the teenagers who have become fanatics of these platforms and have made them part of their daily life to an extent they cannot spend a minute without accessing them. This has never implication on their ethics, behavior and even their education.
Social media has both positive and negative implications to the youths and this paper seeks to address these impacts with a special focus on the youths.
The positive impacts is that the youths can interact with one another without meeting physically across the globe and this has enhanced creation of friendship and therefore, strong social ties. Moreover, the youths stay updated on the events that happen around the world at the comfort of their rooms or working places. Also, many youths have made the social media a source of their income and have utilized it to improve their lives through improved connections.
Despite the good aspects connected to the social media, it has the negative side too and this has bad implications on the youths. To begin with, social media reduces face to interactions as they spend most of their time in these online platforms. This isolation result in psychological, emotional mental and physical effects to the youths. The minor are also introduced to immoral behaviors such as homosexuality, lesbianism and other sexual misconducts. Further, the youths are exposed to pornographic content which result in early pregnancies among the young girls and also increase the chance of contracting sexually transmitted infections.
A comprehension of these issues will help the society find ways through which to reduce the youth prevalence to the problems associated with sta.
The document discusses treating childhood abuse. It provides statistics on child abuse in the US and discusses the long-term physical and mental health effects abuse can cause. When treating a patient who experienced childhood abuse, the assistant recommends using a trauma-informed assessment and screening tools to properly evaluate the abuse. Exposure to media and social media may exacerbate mental health conditions like anxiety and depression. For a case of past abuse, the assistant states reporting to child protective services is mandatory to ensure the patient's safety.
The document discusses the health belief model, which is a theoretical framework used in healthcare to guide health promotion plans and disease prevention. It has five stages: precontemplation, contemplation, preparation, action, and maintenance. The model focuses on perceived susceptibility, severity, benefits, and confidence. It can be used to understand behaviors like substance abuse in youth. Barriers to implementing it include lack of resources. Benefits are improving health knowledge and behaviors.
The document summarizes the It's Your Game: Keep It Real (IYG) program, a comprehensive sex education intervention for middle school students. The program combines lectures, group activities, computer-based activities, writing assignments, and parent-child interaction. An evaluation found IYG reduced sexual activity rates among participants compared to those receiving standard education by 9th grade. While effective, the program has not been evaluated for other socioeconomic groups and could better address cultural factors influencing sexuality.
This document discusses a study on knowledge, attitude, and practices regarding condom use among secondary school pupils in Choma District, Zambia to prevent STIs/HIV. The study found:
1) There was a significant relationship between knowledge and attitude, and between knowledge and practice regarding condom use.
2) There was also a significant relationship between attitude and practice of condom use.
3) However, there was no significant relationship found between attitude and traditional or religious factors regarding condom use.
The study recommends improving education around proper condom use through various media and seminars to promote positive behavior changes among youth.
The document discusses the potential negative effects of social media on young people's mental health and wellbeing. It notes that social media use is highly prevalent among young people aged 16-24, and that rates of anxiety and depression have risen significantly in recent decades. The document outlines how social media use has been linked to increased rates of anxiety, depression, poor sleep, and cyberbullying. It concludes by calling for actions to address these risks and ensure social media platforms support young people's mental health.
The AssignmentRespond to at least two of your colleagu.docxtodd541
The Assignment
Respond
to at least
two
of your colleagues by providing at least two ways that their strategies may be expanded or improved.
Support your responses with evidence-based literature with at least two references in each colleague’s response with proper citation.
Colleagues Response # 1
Treating Childhood Abuse
The number of incidents that Child Protective Services (CPS) investigates annually in the United States is over two million alleged incidents of child abuse, 18 percent of physical abuse, 650,000 are confirmed to be physical violence, and neglect or abuse claims 1500 lives of children each year, with 80 percent being children under the age of four. Psychological and somatic symptoms, as well as psychological and medical diagnosis, including depression, anxiety disorders, eating disorders, posttraumatic stress disorder (PTSD), chronic pain syndromes, chronic fatigue syndrome, and irritable bowel disorder, have been correlated with childhood violence.
From exposure to traumatic incidents in which they are victims of physical and sexual assault, domestic violence, motor vehicle accidents, serious medical disease, natural or human-created disasters, a large number of children and adolescents can experience PTSD (Sadock, Sadock, & Ruiz, 2017).
Assessing for Abuse
Identification and assessment of childhood abuse can be a complex process. It needs careful consideration of the situation involving alleged childhood abuse. A detailed interview is used in policies used to assess childhood abuse. In evaluating childhood violence evaluation, both physical examination and behavioral review should be assessed during the interview. A conducive environment should be created to enable the client to feel comfortable so as to be forthcoming with information. The client and the therapist should develop a good relationship. Prevention, early identification of violence with intervention restrict incidence, and avoid further development of trauma.
Trauma screening refers to a brief method, centered survey to evaluate if a person has undergone one or more traumatic events, has reactions to such events, has particular mental or behavioral health needs, and requires referral for a thorough trauma-informed mental health evaluation. Screening and screening questionnaires and clinical interviews are techniques that help in evaluating for violence. The questionnaires can help diagnose a high-risk parent or caregiver who can mistreat a child or teenager and can determine whether they are at risk of abuse, are sexually abused or have been abused in the past.
Media Exposure
Media visibility can be helpful, but it has several drawbacks as well. An advantage of the media is that it can serve as a place for people to interact and exchange thoughts about the risks of child violence and prevention. Social networking and the internet also encourage abuse-victim children to find resources to aid coping. Their emotional health will benefit fro.
Yale Plan Social Protection Study_FINAL_tcm337-173191_tcm337-284-32Travis Snow
This document provides an overview of a systematic review examining the effects of social protection programs on early childhood care and development (ECCD) outcomes in low- and middle-income countries. It begins with background on social protection programs, which aim to reduce poverty and vulnerability through various approaches. Early childhood care and development is also discussed, and its importance in building human capital and alleviating poverty. The systematic review methodology is then described, including search terms, study screening criteria, and analysis of results. Twenty studies were included that evaluated a range of social protection programs across different locations and outcomes related to child health, education and development. The implications suggest social protection programs should explicitly target and evaluate ECCD outcomes in order to understand how to effectively
Social media and young people's mental health and wellbeingmResearcher
Social media has revolutionised the way we connect with each other. Platforms such as Facebook, Twitter and Instagram are now used by one in four people worldwide.1 The use of social media has become an integral part of many people’s lives, connecting them with friends, family and strangers from across the globe.
17th Melaka International Youth Dialogue: Juvenile DeliquencyKebareileng Matlhape
Scope: International
Date: 9th to 13th July 2017
An interactive dialogue on this topic will be of significance to form, educate, increase awareness on the challenges and entitlements of youth towards non-violence, peaceful and secure environment that assures and supports their development fully at the different levels of society that they represent. Therefore, with the above anticipated theme, all participants present, such as: the young people, youth leaders, representatives from public and private sector, media persona, law enforcers and members of various NGOs and CSOs, will gather to call for action and structure experiences on the issue of Juvenile Delinquency and Youth Development. The outcome document will also enhance youth contribution towards the attainment of the 17 Sustainable Development Goals (SDGs
OBJECTIVES
During the dialogue all participants will gather to address and call for action on the following objectives:
* To promote awareness and analyse problems and inventories of programmes, services, facilities and resources available towards juvenile violence and delinquent behaviours;
* To identify the roles and contribution of different sectors such as: public sector, private sector, NGOs, and others, in solving Juvenile Deliquency and supporting constructive youth development as well as youth leadership;
*To gather and select good practices, challenges, experiences, and lessons learned from the national youth councils towards improving or amending the current policies in order to solve Juvenile Delinquency;
* To distinguish well-defined responsibilities for the qualified agencies, institutions and personnel involved in preventive efforts;
* To form and advance the national, regional and international policies governing the Juvenile Justice;
* To foster networking, collaboration and partnership among youth and all stakeholders in order to address the issue of Juvenile Delinquency;
* To advance the role of youth and actively involve them in the social development and attainment of Sustainable Development Goals (SDGs).
Organising committee Contacts: int.relations@way.org.my
This study investigated factors influencing older adults' intention to use mobile medical apps in the Netherlands. Data was collected through questionnaires administered both digitally and on paper to over 1000 community-dwelling older adults aged 65 and over. Logistic regression analysis identified several significant factors: a positive attitude towards use, perceived usefulness, perceived ease of use, availability of support services, sense of control, self-perceived effectiveness, access to technology, personal innovativeness, social relationships, subjective norms, and lower anxiety levels increased intention to use apps, whereas cost did not. The study provides insight into important factors for developing policies to advance older adults' adoption of medical apps.
L2053751_What is the relationship between Social Media use and the outcome of...AndrewClark295760
Social media use has been linked to both positive and negative mental health outcomes. Excessive social media use has been associated with increased rates of depression, anxiety, loneliness, and other mental health issues among youth. Several studies analyzed found that long-term exposure to social media is linked to impaired mental functioning and reduced well-being. However, social media also allows for social connection and can be used in a way that promotes mental health, depending on how it is utilized. Overall, the relationship between social media and mental health is complex, with both risks and benefits depending on individual usage patterns.
This document discusses a study on the impact of media on young people in Jaipur, India. It finds that young people spend a significant amount of time engaged with social media and other electronic devices. While media has some positive impacts like helping youth stay connected, the study found it can also have negative impacts like reducing academic performance and attention span. Specifically, the study found that school-aged youth spend 50% of their media time on social chatting platforms. They also found media usage is linked to eating more fast food and an unhealthy diet. The document concludes that media has both benefits and risks for youth development, so it is important to maximize the positive impacts and minimize negative influences.
Community Teaching Plan for Teaching Prevention of Adolescent Risky.docx4934bk
This document presents a community teaching plan aimed at preventing risky behaviors among adolescents. The plan was implemented through teaching a single neighboring adolescent. The goals were to increase participation in extracurricular activities and provide adolescents with supportive figures. Epidemiological data showed high rates of depression, substance abuse, STIs, and other issues among adolescents, demonstrating a need for prevention efforts. The teaching covered cognitive, affective, and psychomotor domains. The adolescent was engaged and met the learning objectives, suggesting the plan was successfully evaluated.
The document discusses a study on the impact of media on young people in Jaipur, India. It finds that young people spend a significant amount of time engaged with social media and other electronic devices. While media has some positive impacts like improving social skills and connections, it can also negatively impact academic performance, concentration, and increase risks like exposure to unwanted content. The study found Indian youth spend most of their media time on social networking and chatting, and this level of engagement can influence behaviors and diet choices. Therefore, media has both benefits and risks for youth development.
This document provides an overview of youth violence prevention and intervention. It discusses terminology, characteristics of violent youth, risk factors in their development, family and community environments, and key loci for intervention. While research on violent youth has been ongoing since the 1940s, prevention of youth violence remains a challenge as the statistics on youth arrests for violence have increased over the past few decades. The document emphasizes that prevention is more effective than intervention for long-term positive impact, though prevention programs can take years to show effects while intervention programs address immediate problems.
1. Full Terms & Conditions of access and use can be found at
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Informatics for Health and Social Care
ISSN: 1753-8157 (Print) 1753-8165 (Online) Journal homepage: http://www.tandfonline.com/loi/imif20
At-risk adolescents as experts in a new
requirements elicitation procedure for the
development of a smart phone psychoeducational
trauma-informed care application
Paulina Sockolow, Seran Schug, Jichen Zhu, TJ Smith, Yalini Senathirajah &
Sandra Bloom
To cite this article: Paulina Sockolow, Seran Schug, Jichen Zhu, TJ Smith, Yalini Senathirajah
& Sandra Bloom (2016): At-risk adolescents as experts in a new requirements elicitation
procedure for the development of a smart phone psychoeducational trauma-informed care
application, Informatics for Health and Social Care, DOI: 10.1080/17538157.2016.1177532
To link to this article: http://dx.doi.org/10.1080/17538157.2016.1177532
Published online: 03 Jun 2016.
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3. Background
To date, mHealth apps have been designed to deliver HIV educational content (5), monitor chronic
disease (6), or modify behaviors that have easily understood discrete metrics, such as medication
administration (7), smoking cessation (8), diabetes control (9), or weight management (10). Such
apps, however, do not address the psychobehavioral aspects intrinsic in the personal management of
behavioral health, especially for adolescents whose everyday lives are framed by adverse childhood
experiences (ACEs) (e.g., negligence and violence). In such cases, a design team cannot take for
granted that users are able to even assess or report their own behavioral and emotional responses to
stimuli. These adolescent users need to first learn how to reflect upon, label, narrate, and evaluate
their emotional and behavioral responses to stressful events before they can learn how to control and
manage their reactions to such events (11,12). In general, mHealth apps tend to be designed for
people who resemble the educated and professional developers (13,14), despite the need for health
management on the other side of the digital divide (15).
For adolescents from urban, socioeconomically disadvantaged communities of color, there is a
pressing need to extend the reach of personal behavioral health management, such as trauma-
informed health care services. These adolescents, who encounter high ACE rates, often engage in
various high-risk activities including unsafe sexual behavior, which could result in increased rates of
communicable and chronic diseases and untimely death. Each year, almost half of all reported
sexually transmitted infections (STIs) occurred among 15- to 24-year-old young adults, with
persistent disparities among marginalized populations, especially African Americans (12% of the
U.S. population accounting for 50% of cases) (16). In fact, living with multiple ACEs has been
identified as the largest cause of many of the nation’s worst health and social problems (17,18).
Given their elevated risk, it is critical to target young, minority ACE survivors to help them avoid the
behaviors that put them at risk for STIs.
ACE survivors are at greater risk for sexual risk-taking due to their impulsive decision making,
coping styles, and problems with self-regulation and self-understanding (19), as compared to
adolescents in the general population who tend to exhibit poor decision making (20). Underserved
minority youth are especially vulnerable to this elevated risk due to their ecological conditions such
as disorganized communities and dysfunctional families (21,22). Relationship difficulties among
ACE survivors may involve engaging in unprotected sexual intercourse, having superficial or multi-
ple sexual partnerships, or experiencing adolescent pregnancy (23).
Addressing this risk factor of risky decision making among adolescent ACE survivors is a
necessary component of a successful intervention that can reduce contracting STI or HIV or being
in a relationship that includes an unplanned pregnancy. Proven elements of trauma-informed care
interventions that target the decision-making mechanism have been outlined in the literature
(24,25). All interventions reviewed included development of safety skills (i.e., injury to and from
others and to self and perceived and real threats) and self-management as a foundation (24).
However, current trauma-informed care interventions (25–28), being paper-based and therapist-
delivered, have dissemination barriers in marginalized communities due to access issues and mental
health stigma (29,30). Mental health resources in these communities are often inaccessible or
unavailable (31). Moreover, those psychobehavioral services that are available are underutilized
due to two common factors: 1) the scarcity of developmentally appropriate treatment modalities
for this population; and 2) adolescent concerns about stigma (32).
Given the prevalence of ACEs and the barriers to access among adolescents in urban commu-
nities, the availability of treatment interventions needs to be expanded. These should include
multiple contact portals, especially ones that can address their developmental needs and mitigate
the stigma associated with psychobehavioral services. An intervention should address (i.e., manage
and/or overcome) the cognitive limitations. These need to include assistance with difficulties
organizing information, emotional distancing, and reactivity (33–35) and psychological resistance
to treatment that adolescent ACE survivors often present.
2 P. SOCKOLOW ET AL.
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4. One promising intervention is use of mHealth story and game apps to improve the personal
behavioral health management of adolescents from marginalized cultures and communities. There is
evidence that game behaviors translate to real-world sexual risk behaviors (1,33). Games, as stories,
use narrative that provides an organizing design for decision making, emotions, and outcomes that
can facilitate self-regulation (34). The interactive narrative enhances a player’s feeling of “being
there” socially and physically, requiring a player to do more than just observe, taking a more active
role in the decision-making process (34). Games can provide immediate feedback, thereby increasing
player engagement (1). The repetitive nature of games enables reinforcement of the player’s learning
(1). These features enable the game player to have the experience and see the consequences, thereby
supporting the subsequent transfer of the experienced skills to real life (34). However, existing game-
based behavioral tools (5,35) do not address (i.e., manage and/or overcome) safety, impulsivity, and
self-regulation related to risky decision making. Nor are these mHealth interventions designed for
adolescent ACE survivors from underresourced communities (1,33).
Creation of an interactive story can follow software developmental processes that integrate users
for iterative, user-centered design of apps. Iterative design of user interfaces enables designers to
refine versions by fixing multiple usability problems in each new version and to subsequently
address new problems that appear when old ones are fixed (36). An innovative approach to user-
centered design is partnering with a community-based organization (CBO) using a participatory
design approach. This method has been shown to be effective with older adults as design partners in
integration of potential community-based consumers of an internet application (37).
Objectives
The aims of study were to: 1) develop and employ an innovative approach, Experiential Participatory
and Interactive Knowledge Elicitation (EPIKE), which uses iterative, remote experiential needs
elicitation methods to generate design and content requirements for a psychoeducational mHealth
intervention; and 2) assess whether the use of EPIKE resulted in the design of an interactive story
that representatives from the intended audience found desirable and usable.
Methods and procedures
Research design
This study is a needs assessment designed as an iterative participatory process with qualitative
evaluation. This approach to needs assessment research was designed to maximize participants’
expression of expertise in order to heighten the effectiveness of a health care prevention tool. The
Drexel University Institutional Review Board approved the study proposal for the ethical conduct of
human research.
Research setting, team, participants
Between October 2013 and December 2014, our multidisciplinary team partnered with a CBO in
Albany, New York, that has focused on delivering HIV/STI/pregnancy prevention education to
adolescents from underresourced communities. The CBO, Alliance for Positive Health (formerly
AIDS Council of Northeastern New York) offers after-school activities in community settings.
The team included: 1) two public health informaticians (PS,YS), one of whom has expertise in
designing user–computer interfaces especially for people with low literacy and low health literacy
(YS); 2) a medical anthropologist (SS) and a psychiatrist (SB) who work with trauma survivors; and
3) a gaming and digital media researcher (JZ) with expertise designing interactive narrative stories.
Our principal CBO partner was the project manager (TJS) who was responsible for enlisting the
adolescents, obtaining a signed parental consent form, and supervising the CBO’s health educators who
INFORMATICS FOR HEALTH AND SOCIAL CARE 3
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5. moderated meetings with adolescents. All 13- to –17-year-old English-speaking adolescents who parti-
cipated in CBO activities and who provided both signed parental consent and signed participant assent
forms were eligible to participate. The project manager recruited adolescents from their existing
programs. The rationale was that the CBO incorporated this study into their funded initiative, as this
study met their funded grant requirements. Typical eligible participants were African Americans and/or
Latinos who came from an environment with a high prevalence of multiple ACE risk factors and high
susceptibility to comorbid risk-taking behaviors (e.g., substance use and unprotected sex). Eligible
adolescents participated in the five sessions based on their availability. The CBO held the sessions at
the CBO offices, schools, a YMCA, and a Boys and Girls Club.
EPIKE
The EPIKE design approach to elicit design requirements is based on principles of both community-
based participatory research (CBPR) and patient-driven participatory research (PDPR). (Here we use
patient and consumer interchangeably to refer to the population who live with a condition; the term
‘patient’ identifies a consumer when he or she is actively participating in the health care system.)
CBPR is defined as a: “systemic inquiry, with the participation of those affected by the issue being
studied, for the purpose of education, and taking action or affecting social change” (p. 420) (38).
CBPR, used in urban settings to address health disparities (39), is a powerful tool for engaging
marginalized populations (40). The EPIKE approach is based on CBPR characteristics of community
participation and taking action—specifically building on the resources and strengths of the commu-
nity, promoting a co-empowering and co-learning process, and empowering collaborative partner-
ships (37). For example, research team members have demonstrated that they were successful in
building a trusted relationship with the CBO’s executive director and project manager. This
approach facilitated engagement of their staff and program participants in an iterative, interactive
process to design the interactive story.
The PDPR approach includes use of focus groups and participatory design sessions to derive users’
needs, which contribute directly to the development and design of a software system (37). Inclusion of
these PDPR principles in our approach shifted the focus to health care and provided greater detail
about the roles of the designer and the patient/consumer. That is, the designer involved patients in the
identification of their own needs; thus, the designer would understand and specify the context of
patient use of the software and the patient-centered functionality, as shown in Figure 1 (41).
Unlike the CBPR and PDPR approaches, which have used face-to-face focus groups to elicit subject
matter knowledge from participants, the EPIKE approach relied on remotely recorded experiential
Figure 1. Diagram indicating designer involvement of patients in the identification of the patient needs, adapted from Arsand and
Demiris (41).
4 P. SOCKOLOW ET AL.
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6. meetings. While both PDPR and EPIKE used participatory design sessions, the content of these sessions
differed. The PDPR elicited content focused on three topics: 1) intended audience characteristics; 2)
proposed system software functions; and 3) anticipated software use patterns. The developers then used
that elicited content to design the look and feel, as well as functionality of the software system. In
contrast, the EPIKE approach elicited subject matter knowledge which the developers incorporated
directly into the scenes and dialogue of the interactive story. The EPIKE subject matter content focused
on the scenarios and dialogue, as participants responded to prompts and “what-if” scenarios. In both the
PDPR and EPIKE approaches, the iterative process involved participatory design sessions followed by
prototype development and display of the prototype to elicit participant feedback.
EPIKE features
The EPIKE approach comprises a number of remotely recorded experiential meetings and the
research team’s iterative review of the design sessions to develop an app prototype for the adoles-
cents to critique, as shown in Figure 2. The researcher team’s high-level design requirement was to
create an interactive story app as a psychoeducational intervention designed specifically for those
who are living with multiple ACEs. The four design requirements were to: 1) develop the story from
participant input; 2) use an experiential needs-elicitation process that reflects the patient-centered
care approach (42) that is responsive to patient/community needs and values; 3) accommodate the
emotional and cognitive developmental needs of the adolescent with developmentally appropriate
language and time frames that match their attention span; and 4) manage resistance to the
Research team determines 4 high level design
requirements
Participatory Design Sessions to elicit content
knowledge for graphics, script from adolescents via
experiential meetings atcommunity based
organization (CBO)
Preparatory Work Phase: team made
development decisions
Research team provides feedback to CBO
Researchers, CBO moderator develop script
Interactive story development: reduce script to
speech bubbles; match script dialog to scenes;
produce prototype
Adolescents provide research team with feedback
on the interactive story
Figure 2. Schematic of EPIKE stages in study.
INFORMATICS FOR HEALTH AND SOCIAL CARE 5
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7. psychoeducational intervention by developing a game that adolescents can relate to and that matches
the users’ comfort levels of emotional intensity to maximize interest in and usability of the game.
The app would help the player build skills related to making herself safe in a relationship (e.g., how to
leave the relationship safely if the partner is violent). The interactive storytelling function would enable
users to choose among behavior alternatives as the story progresses (decision points) and select outcomes
in the storyline that reflected the users’ choices. The intent was that adolescents who are thinking about
changing their behavior would see the effect of different actions and outcomes (i.e., branches of the
interactive story). Moreover, based on the Transtheoretical Model of Behavior Change (43), when
playing the game, they would see themselves in that story and be motivated to make change in their
own lives. At decision points, material from the psychoeducational intervention SELF (Safety, Emotional
management, Loss, Future), a paper-based psychoeducational intervention for trauma survivors based
on a group psychotherapy model (11), was integrated into the advice provided by nonplayer characters
representing voices of helpers or agitators in the community who offered alternative solutions to
problems. Use of SELF guided the researchers toward the important messages about safety to impart
to at-risk adolescents. For example, we addressed vulnerabilities of revictimization in the dialogue of the
trusted aunt, a recognizable and respected persona within the character’s community. The aunt says,
“Just you don’t let him make you forget it just cause he slick,” empowering the main character to make
the choice to keep herself safe. The app does not disguise the therapeutic aspect of the game, rather it
merely makes it less institutionalized and more consistent with the adolescents’ social and cultural
practices. To maximize interest and accommodate the emotional and cognitive needs of adolescents (i.e.,
design requirement #3), the researchers communicated the messages from SELF using the adolescents’
own language style through a figure who they would recognize and respect, the trusted aunt.
Experiential meetings: Preparatory work
During the preparatory work phase, the research team made decisions to guide the development of
the interactive story. These decisions were: 1) deciding how best to conduct elicitation of require-
ments, 2) defining the structure and scope of the script, and 3) choosing the mHealth development
platform. The research team communicated via regular telephone conference calls to arrive at a
consensus on each decision. Meeting minutes that documented each decision were circulated to the
team following each meeting.
The elicitation process was organized as experiential meetings at the CBO (i.e., design require-
ment #2). Rather than having adolescents sit down and write out a script, we used active and
spontaneous role play to elicit dialogue for script development. In this way, the adolescents were
framed as expert informants whereby the look, language, and plot would be familiar and authentic to
their experience (i.e., design requirement #1).
In order to minimize the research team’s interference with the established rapport between the
adolescents and the CBO’s program staff, these meetings were recorded for the researchers to view
offsite. The CBO uploaded the video recordings to a secure server with secure transmission modality
to enable the researchers to view the recordings on the server. To maintain confidentiality, research-
ers were not able to download the recordings from the server to another device.
The research team: 1) delineated the scope of the story for presentation to the adolescents; 2)
identified the focus of the story line; and 3) ascertained characteristics related to the ‘size’ of the
game (i.e., the number of decision points, number of iterations through the game, and use of advice-
giving nonplayer characters). The story was circumscribed to have a single player navigating four
decision points: 1) deciding whether or not to be in a relationship that has multiple outside partners;
2) deciding if the partners use condoms consistently and correctly each time they engage in sex; 3)
deciding how to approach the first real argument, which is about substance abuse; and 4) deciding,
before the partners have sex (or have sex again), how to engage in a conversation about getting tested
for HIV/STIs. The story focus was the “Pick Me” card game, developed by the CBO, in which players
managed an imaginary romantic relationship, as shown in Figure 3. The game was designed for both
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8. PICK ME!
Identify yourself
CHOOSE A PERSON THEY THINK THEY MIGHT WANT TO HAVE AN IMAGINARY RELATIONSHIP WITH FOR AT LEAST
3 MONTHS
Why do you think you were asked to choose based on a picture?
How did you decide on this person?
If your partner is much older/younger than you, what kind of differences will this make in a relationship?
What process did you use?
What clues were there in the pictures that suggest what type of person he/she is?
Can you identify any values you hold based on what we’ve discussed so far? (e.g., if the participant chose the “bookish” looking person, do they
value education?)
CHOOSE A NAME FOR YOUR PARTNER
Does the name influence your decision to be with this person at all?
If so, how and why?
What if you don’t like your partner’s name?
Do you want to choose another partner?
WHERE WE MET
Where are some good places/bad places to meet someone?
Why are they good/bad places?
Do you want to change your mind based on where you met and choose someone else?
How does where you met influence your decision to be with this person?
What clues are there in how you met that suggest what type of person he/she is?
WHAT KIND OF INTERESTS DOES YOUR NEW PARTNER HAVE?
Do you want to change your mind based on your partner’s interests and choose a new partner?
How do the interests influence your decision to stay/not stay with this person?
What clues are there in your partner’s interests that suggest what type of person he/she is?
HOW DOES YOUR PARTNER FEEL ABOUT DRUG/ALCOHOL USE? HOW WOULD YOU FIND OUT?
Based on your partner’s feelings about drugs/alcohol, do you want to choose another partner?
How does your partner’s feelings about drugs/alcohol influence your decision to stay/not stay with this person?
Figure 3. Pick me romantic partner game.
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9. WHAT CLUES ARE THERE IN YOUR PARTNER’S FEELINGS ABOUT DRUGS/ALCOHOL THAT SUGGEST WHAT TYPE OF
PERSON HE/SHE IS?
If you choose not to use drugs/alcohol, how does your partner’s behavior impact on your decision?
Can you make your partner behave differently? Why/why not?
Do you want a new partner?
HOW DOES YOUR PARTNER FEEL ABOUT SEX AND CONDOM USE?
Do your partner’s attitudes about sex/condoms influence you to stay/not stay with him/her?
What are the benefits to using condoms every time?
What are the barriers to consistent and correct condom use?
What if you don’t want to have sex until marriage—how would you tell your partner?
What if your partner tries to force you to have sex and you don’t want to? (discuss date rape)
If your partner feels this way about sex/condoms with you, has he/she been that way with other people also? How do you know or how would
you find out?
Do people ever lie to get what they want? Why might this person lie about his/her feelings about sex/condoms?
What clues are there in his/her feelings about sex/condoms that suggest what type of person he/she is?
Based on all that you know (or think you know) so far, do you want to choose a new partner?
WHAT TYPE OF RELATIONSHIP IS YOUR PARTNER INTERESTED IN?
Does your partner want the same type of relationship as you? How will this impact on your relationship?
If you have already had sex with your partner, how would your choice to use or not use a condom impact on your risk based on what you now
know about your partner?
What are the positive and negative consequences of having a sexual relationship at this point?
What types of things might happen if you want one type of relationship and your partner wants a different type?
How would you tell your partner you are interested in a monogamous (just the two of you) relationship?
Based on what you know, do you want to choose a new partner?
HOW DOES YOUR PARTNER BEHAVE DURING YOUR FIRST REAL ARGUMENT?
Are there any signs that this might be an abusive relationship? If so, what are they?
What is your behavior usually like during a disagreement/argument?
Are there any signs in your real life that you might be or might have been abusive to your partner(s)? How does that impact on your
relationships?
What resources are available to help people who are being abused or are abusing others?
In a healthy relationship, both partners have a say in what happens and neither one tries to make the other person do what they want—either
Figure 3. (Continued)
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10. through words or actions. Is your “relationship” healthy?
What do you think this might have to do with HIV/AIDS/STDs?
Based on what you know, do you want to choose a new partner?
DURING YOUR LONG, ROMANTIC TALKS, YOUR PARTNER TELLS YOU HOW MANY PARTNERS HE/SHE HAD IN THE
PAST.
How would you start this discussion? When? Where? Why?
What are the risks of asking your partner about how many partners he/she had in the past?
If your partner “uses” the information against you in some way (insulting you, for example), it is unhealthy. How do you think you might react to
this type of situation?
Does the number of partners your new partner had in the past influence you to stay/not stay with him/her? How many is too many? What if
you’ve had more than your partner?
How might the number of partners your new partner had in the past put you at risk for HIV/STDs or reduce your risk for HIV/STDs?
What are some ways you can ask your partner about whether or not he/she used condoms consistently and correctly with all previous partners?
Is there any clue in the number of partners he/she had in the past as to whether or not he/she has been honest with you all along?
Based on everything you know so far, do you want to choose a new partner?
YOU’VE NOW BEEN IN THE RELATIONSHIP FOR ONE MONTH. LET’S FIND OUT HOW LONG IT’S BEEN SINCE THE LAST
TIME YOUR PARTNER HAD SEX.
Based on this new information (or lack of information), do you want to stay with this partner or choose a new one?
Does your partner’s sexual history put you at any risk for HIV/STDs?
Have you discussed mutual monogamy (just the two of you and no other partners) with your partner yet? Why/why not?
Based on everything you know so far, has your partner been honest with you?
How do you decide if you want to stay with this person or not?
YOU’VE BEEN WITH YOUR PARTNER FOR NEARLY 3 MONTHS.
Have you had sex already?
Have you used condoms consistently and correctly every time? Why/why not?
BEFORE YOU HAVE SEX (OR HAVE SEX AGAIN), YOU DECIDE TO HAVE A CONVERSATION ABOUT GETTING TESTED
FOR HIV/STDS.
How would you bring that up?
What are the benefits to getting tested before you have sex?
What are the barriers to getting tested before you have sex?
Figure 3. (Continued)
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11. genders to play. To accommodate the narrow scope and the need for fast development of the app
prototype due to time and resource constraints, the plot was limited to a female player and one
romantic male partner and was intended to be played once, not repeatedly.
The team decided to use a webpage-based system for the initial prototype instead of a commer-
cially available development platform. The reasons to use the webpage-based system were that it
could: 1) have all the desired features; 2) be easy and quick to test; and 3) be accessible to everyone
who has a smart phone. The reasons not to use the commercial platform were that its use required
obtaining official approvals from Apple and Android, and it would be difficult to find proficient
programmers, as the software was very new at the time.
Participatory design sessions
Following the preparatory work phase, the team conducted participatory design sessions with
adolescents at the CBO. The purpose of the participatory design sessions was to elicit content
knowledge that adolescents related to the graphics and the script from these adolescent subject
matter experts.
Iteratively and concurrently with script development, the participants and researchers determined
the graphics style. Over the course of several emails, the gaming and digital media researcher
communicated with the CBO’s project manager to elicit design recommendations from participants.
The project manager showed the adolescents preliminary sketches and asked them about the style
and content for the characters and background graphics. She communicated their responses to the
gaming researcher who incorporated the changes and sent the revised graphics back to the project
manager to show to the participants.
CBO session moderators who had previously developed relationships with the adolescents con-
ducted the recorded experiential meetings. The exercise began with a group of adolescents playing
the Pick Me card game to focus participants’ attention on the romantic relationship topic. During
Where are you when you bring it up?
Do you think most people would skip this discussion because it’s uncomfortable to talk about? Why/why not?
HOW DOES YOUR PARTNER FEEL ABOUT GETTING TESTED FOR HIV/STDS?
Does the way your partner feels about getting tested influence you to stay with him/her or leave him/her?
Based on your partner’s feelings about getting tested, do you decide to get tested? If so, where can you get tested for free?
Based on your partner’s feelings about getting tested, do you decide to have sex?
Is your partner in the window period? If you test today, what is the earliest date that the test will be accurate? (count back 4 weeks to 3 months).
Do you want to choose another partner?
HE/SHE HASN’T TOLD YOU THAT HE/SHE HAS A STD, MAYBE BECAUSE HE/SHE DOESN’T KNOW, MAYBE BECAUSE
HE/SHE DOESN’T WANT YOU TO KNOW, OR MAYBE BECAUSE HE/SHE DOESN’T CARE.
Based on what you know now, did you make good decisions during your “relationship?”
If you used a condom consistently, which STDs can you still get? Which do condoms protect against?
How do we know what we know about our partners?
Figure 3. (Continued)
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12. the following two meetings, the groups developed the script in a conversation with moderators who
provided prompts related to the decision points and subsequently probed the participants’ responses.
The moderator sets the scene, and the adolescents described how they would react to these situations
in their lives.
After each design session, a researcher (PS) viewed the session recordings and documented the
scenarios and dialogue in field notes. The purpose was to segregate and organize dialogue related to
each decision point. In accordance with the design goal of using the participants’ own language to
develop a story that the player could relate to, we did not conduct content analysis that would alter
or not include the participants’ own words. We organized the dialogue using a manual process,
without the use of software, due to the sample size (i.e., number of design sessions conducted). The
researcher mapped each dialogue grouping to a decision point identified in the preparatory work.
The researcher assessed whether the mapped dialogue needed further development sufficient for the
planned speech bubbles. The researcher sent the list of decision points that needed initial or further
development to the project manager to discuss with the moderators in preparation for the next
design session.
Script development
To develop the script for the prototype interactive story, the researchers referred to a schematic of
the decision points to organize the dialogue, add advice-giving characters, and reduce the script to
speech bubbles. Researchers (PS, SS) viewed the recordings and organized the dialogue into a script
around the identified decision points to fit the project scope. To help organize the script for
programming, the gaming and digital media researcher (JZ) provided a schematic of the branching
logic; Figure 4 shows the schematic of the resulting story with two decision points. JZ translated the
schematic into the script structure with sample dialogue and characters. Subsequently, a team
member knowledgeable about implementing SELF (SS) added script for the advice-giving, nonplayer
characters. This researcher also referred to the schematic to suggest the sequential placement of the
nonplayer characters’ interactions with the main character. This script structure was given to a CBO
session moderator who filled out the script using the language and emotion familiar to him from
working with the participants and reviewed the script’s literacy level.
Game development
To further reduce and reorganize the script, the gaming and digital media researcher and media
designer (JZ) and her research assistant (NL; see Acknowledgments) referred to the schematic to
identify the placement of scenes. Next, they looked for dialogue organized around decision points
that matched the scenes among the episodes in the script. The developers’ next step was to reduce
the number of words in the script to fit into speech bubbles. They studied the language in the
script to replicate the vocabulary and terms in the speech bubbles, following the patterns they
discerned.
Feedback from the intended audience
Following completion of the interactive story, the researchers elicited from the adolescent subject
matter and content experts their feedback on the prototype. The intent was for the researchers to
incorporate this feedback during the next iteration to further refine the interactive story to manage
any resistance to the psychoeducational intervention (i.e., design requirement #4). Following devel-
opment of the interactive story, a total of nine adolescents, in each of two groups, participated in the
feedback sessions based on their availability. The groups included some adolescents who participated
in script development. Each group viewed the story on a single laptop. The groups navigated the
story, from beginning to end, making choices at each decision point while giving their input along
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13. the way. The moderators did not provide prompting prior to or during these feedback sessions.
Moderators transcribed the feedback during the sessions instead of using video recording.
Researchers (PS,SS) manually identified themes.
Results
The results are organized by the stages of the EPIKE participatory design of the interactive story
development displayed in Figure 2: graphics, nonplayer characters, participatory design sessions, script
development, game development, and feedback. We summarized each stage using broad descriptions
that best represented in words the essence of the outcomes. Overall, 22 program participants partici-
pated in the study: 15 female and 7 male adolescents. They were Black and/or Latino.
Participatory design sessions
Graphics
The participants made three graphics decisions: 1) the style of the characters, 2) the background, and
3) the display of the characters’ speech. We initially proposed a graphic representation style close to
Japanese anime as shown in Figure 5. The feedback we received from the participants was that the
anime style did not appeal to them and that use of light-skinned anime characters would be very “off
putting.” Instead, they chose a soft, sketchy style, similar to the Boondocks comic strip style, as
shown in Figures 6 and 7. Another central issue to the participants was the body shape of the
Intro/setup
Find out about
another girl. What
do you do?
Decision Point 1
consequence 1
Boyfriend insists. He threats
to break up if you don't agree.
YES
NO
Consequence 1
Avatar: health
safety, self-integrity
Ask the 3
characters for
advice
out that you have STI
Decision Point 2
Physical Fight (?)
Boyfriend asks: Sex
without condom?
Health Safety
advice
Ask 1 of the 3
characters
Consequence 1
No Fight(?)
Ask the 3 characters for
advice
Decision Point 3
Boyfriend denies &
refuse to get tested (?)
Accuse the boyfriend for
passing STI to her
Boyfriend denies &
refuse to get tested (?)
Tell the boy & ask him
to get tested
You give in
Ending: Break up. Here is
what you don't know...
You insist
Ending
Break up
Break up
Avatar: Loss
Ask the 3 characters for
advice
Decision Point 4
Ending Ending
Break up Not break up
Figure 4. Schematic of planned interactive story branching logic.
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14. characters. They did not identify with the skinny body and tight waistline, a style commonly used in
anime and comics in general.
Participant feedback clearly suggested that the representation of ethnicity played an important
role for their identification with the characters. Our character and environment artist (DL-see
Acknowledgments) then followed the participants’ suggestion to emphasize features associated
Figure 5. An early version of graphic design showing anime character style and bedroom with accessories.
Figure 6. Interactive story graphic of characters in school classroom.
Figure 7. Interactive story graphic with gender-neutral bedroom background and example of speech bubble containing vernacular
language that participants questioned.
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15. with Black and/or Latino characters. Next, in response to the artist’s request for advice for the main
character descriptions (e.g., hair style and clothing), the participants provided strong guidance on a
graphic design that reflected the people in their social networks.
We initially had included an example of an “upscale” bedroom with an ocean view as an option
for the background environment. The participants responded that this background was not reflective
of the places where they live and socialize; instead, they suggested using the bedroom shown on the
adolescent’s website (44), which appeared to be minimally decorated, with a blind over the window.
The website bedroom also appeared to be gender-neutral. In response, the artist requested photos for
female adolescents’ bedrooms, which she used as the basis for the final environment, a bedroom of
indeterminate décor style.
The decision of how to represent the characters’ conversations began with presentation of
examples of two common approaches, textboxes, and speech bubbles, with the advantages and
disadvantages of each approach. The participants indicated their preference for speech bubbles on
the top, though the CBO noted that many of the adolescents had literacy issues. The CBO pointed
out that displaying information at the bottom in text boxes, in addition to the speech bubbles, could
be too busy for the adolescents with limited attention spans and literacy concerns. As a result, the
adolescent audience might miss information. The final design was to use speech bubbles at the top
and text boxes at the bottom, which were limited to decision point choices and the “next” button for
advancing the story.
Other characters (nonplayer characters)
During the preparatory stage, the CBO project manager, whose knowledge is based on many years of
direct experience working with these at-risk adolescents, identified three main character types that
the adolescents often mentioned as supports or challenges as they made important decisions in their
lives. Based on this guidance, the research team developed the personality profiles of three characters
with whom the player could interact. These were the “trusted aunt” character, a common authority
figure in the target audience’s social environment, and a “good friend” who would provide con-
sistently good advice. The jealous girlfriend (also a common challenge in the audience’s social world)
would provide unreliable advice.
Experiential meetings to develop script
There were three participatory design session meetings. Participants attended these sessions based
on their availability. The three groups were of different sizes, and each group included no more
than six adolescents. Some participants attended more than one session. During the first group
meeting, the exercise began with the participants playing the Pick Me card game. Next the
participants described the male partner characteristics, identified aspects of the backstory to the
relationship, and began to build the plot line identifying three decision points. The participants
decided to omit the decision point about substance abuse, which had occurred at the first real
argument.
During the second and third group meetings, in response to moderators’ queries about how
the adolescents would react to scenarios, the participants reported what they would say, or they
acted out their reaction. Participants determined that decision point #2, the use of a condom, was
the first chronological decision point in the script. The scenario was that the male partner did not
have a condom and tried to convince the female partner they did not need condoms, saying that
she was the only one with whom he was in a relationship. Decision point #1, remaining in a
relationship in which the partner had outside partners, was the second decision point in the
script. The scenario was that after the female partner looked at the male partner’s phone and saw
messages from other girls that were highly sexual and suggestive, she confronted the male
partner, both physically and verbally. Due to time constraints related to participants’ limited
attention spans and lack of availability, the script ended before decision point # 4, getting tested
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16. for HIV/STI, was discussed. Figure 8 indicates on the schematic the decision points included in
the current version of the interactive story.
Script and game development
The game developers shortened the backstory material at the beginning of the script to produce a
game that would commence as soon as the player started the game. The story opens with an
introduction of the main character and a brief description of her relationship with her romantic
partner. The player then selects among the three advice-giving, nonplayer characters and decides
which person to visit first. The plot then shifts to the main character and her partner in a bedroom
Figure 8. Schematic of planned interactive story branching logic implemented in interactive story as developed.
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17. where they discuss their relationship and use of a condom. The conversation stops when she sees a
text message on his phone from another girl, and she decides how to proceed with the relationship.
Feedback from the intended audience
Nine participants, six female and three male, divided between two groups provided feedback. Both
participant groups thought the game was good; there were no statements that the game was not
liked. A theme that focused on the characters was that the participants found the characters realistic
and related to their experiences. They were enthusiastic about the nonplayer characters and could
easily relate to them: “Sounds like my aunt and what I say to her.” A second theme was that the
actions in the story resonated with the participants. They felt the main character’s outcome of
finding the text message was realistic and mirrored some of their own personal experiences. The
participants said that the game reinforced the decision-making advice of the trusted aunt who had
been the cultural mediator of SELF and reinforced the adolescents’ real-life capability, as evidenced
in remarks such as, “Stay strong, girl.” The participants immediately wanted to go back through the
game again to see all the options. While enthusiastic, they felt the story was incomplete and are
waiting for the rest of the game. The participants wanted to be able to download the app immedi-
ately to share the game with their friends and family asking, “Can we download this app right now?”
and were disappointed when told they could not do so.
The participants’ vernacular language in the speech bubbles was an issue (e.g., see Figure 7) raised
by some in the second group of participants. Their responses included: “Language makes us sound
dumb” and “We don’t talk like that” (i.e., the slang is old). The participants thought the language
issues were grammar or incorrect typing issues.
Discussion
Unlike participatory design approaches used with adults (37,40), our EPIKE approach can address
the challenges of designing mHealth games for adolescents across the digital divide. In this study, we
addressed four design requirements: 1) story development from participant input; 2) use of an
experiential needs-elicitation process; 3) accommodation of the adolescents’ language and time
frames; and 4) management of adolescents’ resistance to the intervention.
The design and development activities of mHealth apps intended for support and self-care are
often conducted by developers working in isolation who do not resemble the potential consumers of
personal behavior management apps who reside in underresourced communities. Instead, user-
centered design should identify and focus on these consumers to assure that their needs are fully
understood and incorporated into the overall design (13). Our innovative approach to engage
adolescents from high ACE-prevalent neighborhoods in interactive, experiential activities was
successful in the elicitation of their reactions to inform development of each iteration of the
interactive game prototype. The important difference between the EPIKE approach and other
CBPR or PDPR approaches in the engagement of community members as design partners (37) is
the use of technology for remote communications to avoid disrupting the moderators’ rapport with
the participants, as well as experiential group meetings instead of developmentally inappropriate
focus groups. This engagement contributes to mHealth development that is based on real-world
experiences.
Researchers working with at-risk populations must face the ethical dilemma posed by the
imbalance of power that is inherent in the situation. Instead, the EPIKE researchers worked with
these adolescents as equal partners in research engaging them to assure that they would be
represented in the way they want to be represented. That is, the participants were active agents in
their own self-representation. Therefore, the researchers have engaged the participants as experts in
the needs elicitation process, as well as leaders in the app evaluation process.
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18. This study had a number of strengths, as well as some challenges. Engaging adolescents from
underresourced communities allowed us to incorporate developmental, social, and cultural consid-
erations into the design and development of the mHealth game. This engagement was made possible
based on the researchers’ collaboration with the CBO, which was a strength of the study. The
participants’ responses indicated they were actively involved and emotionally engaged in the design
process. The adolescents were not drawn to participate based on any incentives (there were no
tangible incentives), yet they remained involved in the project.
Another strength of the approach was that the CBO moderators’ relationships with the partici-
pants enabled the moderators to have productive participatory design sessions. The researchers did
not interrupt the trusting relationship and rapport that was so important to eliciting the adolescents’
input on sensitive topics. A challenge was participants’ hunger and shortened attention spans during
these after school sessions. Future research may benefit from providing participants with healthy
snacks at the start of the participatory design sessions, which may enable them to concentrate longer
and promote more productive sessions. Despite this challenge, researchers were able to obtain
relevant information and language that they could not have predicted prior to engagement with
the study participants, due to the open-ended nature of the needs elicitation and assessment
processes.
The CBO’s prior experience developing educational media for social networks was another study
strength. Drawing on the CBO’s experience, we circumscribed the study scope, due to resource
constraints, such that the interactive story had a single plot line navigated by one female main
character with one male romantic partner. Future research would have the participants suggest
additional plotlines. Researchers and the CBO anticipated that four decision points could be
discussed during the participatory design sessions. However, participants’ availability, school holi-
days, and a hard winter limited the number of meetings. Future research should plan for more
participatory design sessions when working with a CBO with less media development experience as
well as when creating multiple plotlines, characters, and players.
The researchers and CBO had intended the interactive game to be designed as gender-neutral.
However, study participants were predominantly female. Their perspectives are reflected in the
interactive story’s female main character, female avatars, and framing of decision point scenes. In
future studies, researchers may want to decide to develop a game for one or both genders and
purposefully recruit adolescents to meet that goal.
In this study, script development entailed 1) participants providing dialogue in response to
scenarios posed by moderators, and 2) a CBO moderator and a researcher developing the script.
In future research, we would plan for increased adolescent participation in script development. More
participatory design sessions and more productive sessions may enable moderators to use techniques
that could include story-boarding to draw thumbnail sketches of the scenes as well as role-playing of
the dialogue.
Another challenge related to script development concerned the extraction of language that was
authentic to the participants’ community. Unlike the process for designing the graphics, researchers
did not ask the participants about their preferences for presentation of the language in the speech
bubbles. Adolescents have different attitudes about how their language is portrayed in writing. As
stated in a recent study, “In certain settings, you should speak as you want to, but when you are in
different settings, like school and on the job, you shouldn’t speak that way because it is not
standardized and people are still racist” (45). In our mHealth game study, the adolescents’ responses
demonstrated that it is important to elicit feedback about language presentation.
Regarding methods, researchers conducted qualitative analysis of the feedback sessions to identify
important themes. However, due to the lack of video recording of these sessions, quantitative
evidence for the adolescents’ expressions of opinion is not available. This absence speaks to the
value of remote recording as a strength of the EPIKE method.
Considering the small sample size, the researchers are aware that these adolescents viewed the
interactive story game as a group and that the dynamic of a group is different from the dynamic of
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19. an individual. The initial videotaped group was a mix of adolescents from several different commu-
nity settings and most participants did not know each other. The subsequent videotaped groups had
members within the group who knew each other. The responses indicated that when a group of
adolescents are motivated to participate in the development of the game, researchers could expect
less resistance. It is also possible that when members of a group know each other, the resulting group
dynamic may counteract individual resistance. Therefore, we expect that other adolescents in the
larger population who resemble these study participants will also be engaged. Considering the study
findings, the researchers have concluded that the remote, participatory approach was successful due
to its numerous strengths and few weaknesses. Furthermore, they can recommend this approach to
developers designing personal behavioral health management apps for vulnerable adolescents.
The interactive story is, to the best of our knowledge, the first psychoeducational mHealth app for
adolescent trauma survivors’ personal health management. We plan to refine the interactive story
described above to be an interactive game with a branching story, with multiple decision points. We
expect that by continued use of the EPIKE approach during further app development, these
adolescents will find the games sufficiently engaging and compelling and that their experiences
would facilitate their dissemination of these apps throughout their social networks. This game is
likely to be distinctly different from games developed for those who resemble the educated and
professional developers. In designing and developing mHealth apps that this audience is likely to use
and share, it is vital to maximize the engagement of the intended adolescent audience in the mHealth
app development process.
Conclusions
The EPIKE approach can be used successfully to identify the needs of adolescents across the digital
divide to inform the design and development of mHealth apps. Interactive game apps, such as the
prototype developed in this study, can increase mental health care access and quality of care among
vulnerable and marginalized populations by making actionable resources available (46). The research
team developed a remote, experiential, community-centered participatory design approach that is
focused on consumers’ needs. In addition, it is focused on core public health functions and outcomes
such as spurring community partnerships to address health problems; improving access to needed
health care; and conducting research to develop innovative solutions and new insights into health
problems (47). The EPIKE approach provides community-based as well as public health organiza-
tions, researchers, and mHealth designers with a systematic and theoretically informed method to
develop consumer-oriented mHealth innovations.
Acknowledgments
Alliance for Positive Health formerly known as the AIDS of Northeastern New York in Albany, NY; Natalie Lyon,
Nicole Vecere, Desirée Lim, and Chelsea Myers for game production; Barbara Granger for editorial assistance; and
Kathryn Howarth and Elizabeth Nolan for formatting assistance.
Declaration of interest
The authors have disclosed no potential conflicts of interest, financial or otherwise.
Funding
This study has been funded by College of Nursing and Health Professions, Drexel University.
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