Evidence map›Paper›PMID 24519998›Full record

ArticleHealth promotion practice2014

Novel methods to collect meaningful data from adolescents for the development of health interventions.

Kimberly Hieftje, Lindsay R Duncan, Lynn E Fiellin

Open access · greenAbstract read
In one paragraph

Article in Health promotion practice, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers.

0numbers the graph read from it
0cells of the map it votes in
14citing papers in PubMed
14.6field-weighted citation impact, top 1% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

14 citing papers in PubMed, 45 citations in OpenAlex.

  1. Trial
  2. A Serious Video Game Targeting HIV Testing and Counseling: A Randomized Controlled Trial.The Journal of adolescent health : official publication of the Society for Adolescent Medicine · 2024
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  11. Digital stories as a tool for health promotion and youth engagement.Canadian journal of public health = Revue canadienne de sante publique · 2016
    Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors at 1 institution in 2 countries.

Kimberly HieftjeYale School of Medicine, New Haven, CT, USA play2PREVENT Lab, Yale School of Medicine, New Haven, CT, USA Kimberly.hieftje@yale.edu.
Lindsay R Duncanplay2PREVENT Lab, Yale School of Medicine, New Haven, CT, USA McGill University, Montreal, Quebec, Canada.
Lynn E FiellinYale School of Medicine, New Haven, CT, USA play2PREVENT Lab, Yale School of Medicine, New Haven, CT, USA.
Yale University · US

Funding

Using Coincidence Analysis to Investigate Factors Affecting PrEP Initiation and Continuation in Southern ending the Epidemic CountiesP30MH062294 · NIMH · YALE UNIVERSITY · PI John Edward Pachankis · 2001 to 2026
$48.5M
Treatment Development & Evaluation CoreP30DA029926 · NIDA · DARTMOUTH COLLEGE · PI Lisa A. Marsch · 2011 to 2026
$21.5M
An Interactive Video Game for HIV Prevention in At-Risk AdolescentsR01HD062080 · NICHD · YALE UNIVERSITY · PI FIELLIN, LYNN ELIZABETH · 2009 to 2013
$3.8M
NICHD NIH HHS R01 HD062080NICHD NIH HHS R01 HD062080-01NIDA NIH HHS P30 DA029926NIMH NIH HHS P30 MH062294
6 · The paper itself

Abstract

Health interventions are increasingly focused on young adolescents, and as a result, discussions with this population have become a popular method in qualitative research. Traditional methods used to engage adults in discussions do not translate well to this population, who may have difficulty conceptualizing abstract thoughts and opinions and communicating them to others. As part of a larger project to develop and evaluate a video game for risk reduction and HIV prevention in young adolescents, we were seeking information and ideas from the priority audience that would help us create authentic story lines and character development in the video game. To accomplish this authenticity, we conducted in-depth interviews and focus groups with young adolescents aged 10 to 15 years and employed three novel methods: Storytelling Using Graphic Illustration, My Life, and Photo Feedback Project. These methods helped provide a thorough understanding of the adolescents' experiences and perspectives regarding their environment and future aspirations, which we translated into active components of the video game intervention. This article describes the processes we used and the valuable data we generated using these three engaging methods. These three activities are effective tools for eliciting meaningful data from young adolescents for the development of health interventions.

Indexed as

Video GamesAdolescentAdolescent Health ServicesChildData CollectionFemaleFocus GroupsHealth PromotionHumansInterviews as TopicMaleQualitative Researchadolescentsinterventionqualitative researchvideo game

Identifiers

PMID24519998
PMCPMC4267885
OpenAlexW2129759152

What OpenQuestion holds

Textmetadata
LicenceTDM
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.