Socially Optimized Learning in Virtual Environments (SOLVE): Developing, Evaluating, and Disseminating A Game HIV Prevention Intervention Nationally Over the Web

L. Miller, John L. Christensen, P. Appleby, S. Read, S. Marsella, Charisse L. Corsbie-Massay, C. Godoy, Mei Si, Janeane N. Anderson, David C. Jeong, Mina Park
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引用次数: 2

Abstract

Young men (1824) who have sex with men (YMSM) are at high risk for contracting HIV. Most existing HIV prevention interventions focus on changing intervening cognitive and deliberative processes or outcomes (e.g., beliefs, norms, self-efficacy, intentions) to change behavior. Many MSM, however, guided by contextual cues in emotionally arousing scenarios, make more automatic risky decisions they later regret. One emotion in a sexual narrative that might precipitate more automatic risky choices for young MSM may be shame (e.g., in one’s sexual desires). But, HIV prevention interventions are not designed to reduce MSM’s shame. SOLVE (Socially Optimized Learning in Virtual Environments), as demonstrated by an NIAID-funded randomized control trial, used a sex-positive game to reduce MSM’s shame, increase traditional immediate cognitive outcomes, and reduce unprotected anal intercourse for young Black, Latino, and White MSM (1824) over 3 months. Could interactive interventions be delivered more broadly over the web? In prior CHRP funded work, a SOLVE interactive video (IAV) intervention was streamed over the web throughout California. However, an IAV approach limits the amount of user interaction, risk challenges users receive, and intervention tailoring to MSM’s decisions. This is addressed using a nationally deliverable 3D animated intelligent agents/interactive digital storytelling game in UNITY. MSM design their own characters, make choices for them on dates and sexual interactions, and are scaffolded by the user character’s virtual future self (participant’s older chosen self-character) to enhance self-regulation when risky. The NIMH-funded SOLVE-IT game development process for young MSM is discussed. Preliminary results from a 6-month randomized controlled trial conducted nationally, over the web, are promising.
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虚拟环境中的社会优化学习(SOLVE):通过网络在全国范围内开发、评估和传播一种游戏HIV预防干预
年轻男性(1824)与男性发生性关系(YMSM)感染艾滋病毒的风险很高。大多数现有的艾滋病毒预防干预措施侧重于改变干预的认知和审议过程或结果(如信仰、规范、自我效能、意图),以改变行为。然而,许多男同性恋者在情绪激动的场景中受到情境线索的引导,做出了更多自动的冒险决定,他们后来会后悔。在性叙事中,有一种情绪可能会促使年轻的男同性恋者自动做出更冒险的选择,那就是羞耻(例如,对自己的性欲)。但是,艾滋病预防干预并不是为了减少男同性恋者的羞耻感而设计的。在niaid资助的一项随机对照试验中,SOLVE(虚拟环境中的社会优化学习)使用一种性阳性游戏来减少MSM的羞耻感,增加传统的即时认知结果,并减少年轻黑人、拉丁裔和白人MSM(1824)在3个月内的无保护肛交。互动式干预能否通过网络更广泛地传播?在先前CHRP资助的工作中,SOLVE交互式视频(IAV)干预在整个加利福尼亚州的网络上进行了流式传输。然而,IAV方法限制了用户交互的数量,用户接受的风险挑战,以及根据MSM的决定进行干预。这是通过在UNITY中使用全国性的3D动画智能代理/交互式数字故事游戏来解决的。MSM设计他们自己的角色,为他们在约会和性互动中做出选择,并由用户角色的虚拟未来自我(参与者的老选择的自我角色)作为脚手架,以增强风险时的自我调节。本文讨论了nimh资助的针对年轻男男性行为者的SOLVE-IT游戏开发过程。在全国范围内通过网络进行的为期6个月的随机对照试验的初步结果很有希望。
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