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Interactive Digital Intervention to Prevent Violence Among Young Adults

Not Applicable
Completed
Conditions
Sexual Assault
Registration Number
NCT03820609
Lead Sponsor
Happy People Games, LLC
Brief Summary

The primary aim of this Phase I SBIR is to create and test an alpha version of Make a Change for mobile devices, and to document the technical merit, commercial viability, and proof of concept of the product. Successful completion of this proposal will result in the creation of two assets: 1) an "Intervention Manual" that (similar to a logic model) will align key game mechanics with theory and behavior change goals and, 2) the digital application for mobile devices. Focus groups and interviews with students, as well as interviews with campus stakeholders, will be used to inform development of the digital application and ensure its commercial viability. A non-randomized open trial with a 1-month follow up will assess preliminary effects on attitudes and behaviors, and will establish procedures for assessing change in proximal (attitude) and distal (behavioral) outcomes in preparation for large-scale evaluation in a Phase 2 SBIR proposal. This line of research and development has the potential to develop a commercially viable product with high public health impact that can be disseminated to 1700+ community colleges and 3,000+ 4-year colleges, and readily adapted to high schools, clinics and military settings.

Detailed Description

Sexual assault (SA) is prevalent among students at 2- and 4-year colleges. The rate of SA among college students is three times greater than the rate in the general population, making prevention on college campuses a public health priority. There are no college SA prevention programs that document reductions in SA in a rigorous research design. Digital applications that use the theory and strategies of serious games integrate proven theories of behavior change (social cognitive theory, self-determination theory) to produce sustained, measurable behavioral outcomes, and are effective for promoting change in a range of health behaviors. Digital applications have high market potential in light of widespread use of mobile devices among young adults. Problematically, there are no commercially-available digital applications for SA prevention with efficacy in reducing SA. Accordingly, in this proposal, the Interactive Digital Intervention to Prevent Violence among Young Adults team will design, create and pilot the Make a Change digital application. Make a Change is a universal prevention program that aligns with best-practices in prevention, utilizes the theory and strategies of serious games for health, and addresses risk and protective factors for SA across the social ecology of individual, peer and community factors that foster SA. This novel digital application also leverages theories of behavior change within serious games for health, and integrates successful practices in videogame design to promote engagement, learning and skill-building. This team consists of experts in SA prevention, commercial videogame production, the development and testing of serious games for health, and business development and marketing. The primary aim of this Phase I SBIR is to create and test an alpha version of Make a Change for mobile devices, and to document the technical merit, commercial viability, and proof of concept of the product. Successful completion of this proposal will result in the creation of two assets: 1) an "Intervention Manual" that (similar to a logic model) will align key game mechanics with theory and behavior change goals and, 2) the digital application for mobile devices. Focus groups and interviews with students, as well as interviews with campus stakeholders, will be used to inform development of the digital application and ensure its commercial viability. A non-randomized open trial with a 1-month follow up will assess preliminary effects on attitudes and behaviors, and will establish procedures for assessing change in proximal (attitude) and distal (behavioral) outcomes in preparation for large-scale evaluation in a Phase 2 SBIR proposal. This line of research and development has the potential to develop a commercially viable product with high public health impact that can be disseminated to 1700+ community colleges and 3,000+ 4-year colleges, and readily adapted to high schools, clinics and military settings.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
41
Inclusion Criteria
  • Between the ages of 18 and 24
  • Enrolled as a student at one of the study sites
Exclusion Criteria
  • None

Study & Design

Study Type
INTERVENTIONAL
Study Design
SINGLE_GROUP
Primary Outcome Measures
NameTimeMethod
Sexual aggression1-month follow-up

Assessed via the Sexual Experiences Survey - Revised

Sexual victimization1-month follow-up

Assessed via the Sexual Experiences Survey - Revised

Bystander intervention1-month follow-up

Assessed via the Bystander Attitudes Survey

Secondary Outcome Measures
NameTimeMethod
Rape supportive beliefs1-month follow-up

Assessed via the Short-Form Illinois Rape Myth Acceptance Scale

Perception of peer support for sexual aggression1-month follow-up

Assess through items from Boeringer's Social Norms Measure and Clemson's Peer Pressure Measure

Perceived peer norms1-month follow-up

Change in the accuracy in perception of peer norms (assessed via responses to in-app questions)

Bystander intervention confidence1-month follow-up

Assessed via the Bystander Efficacy Scale from ARC-3

Communication of consent1-month follow-up

Assessed via the Consent Experiences Scale

Self-protective behavior1-month follow-up

Assessed via the Alcohol Use Self-Protective Behavior Scale

Psychological barriers to resistance1-month follow-up

Assessed via the Psychological Barriers to Resistance Instrument

Trial Locations

Locations (2)

Community College of Rhode Island

🇺🇸

Warwick, Rhode Island, United States

Clemson University

🇺🇸

Clemson, South Carolina, United States

Community College of Rhode Island
🇺🇸Warwick, Rhode Island, United States

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