Evidence map›Paper›PMID 32718513›Full record

ArticleThe Journal of adolescent health : official publication of the Society for Adolescent Medicine2020

Fostering Engagement in Health Behavior Change: Iterative Development of an Interactive Narrative Environment to Enhance Adolescent Preventive Health Services.

Elizabeth M Ozer, Jonathan Rowe, Kathleen P Tebb, Mark Berna, Carlos Penilla, Alison Giovanelli, Carolyn Jasik, James C Lester

Open access · greenAbstract read
In one paragraph

Article in The Journal of adolescent health : official publication of the Society for Adolescent Medicine, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers.

0numbers the graph read from it
0cells of the map it votes in
11citing papers in PubMed
3.0field-weighted citation impact, top 8% 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

11 citing papers in PubMed, 20 citations in OpenAlex.

  1. Article
  2. Article
  3. A Pediatric- and Adolescent-Focused Medication Abortion Curriculum for Multidisciplinary Trainees.MedEdPORTAL : the journal of teaching and learning resources · 2025
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  9. "What's Important to You, Max?": The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change.Interactive storytelling : 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7-10, 2021, Proceedings. Joint International Conference on Interactive Digital Storytelling (14th : 202... · 2021
    Article
  10. Using Technology to Improve the Health and Well-Being of Adolescents and Young Adults.The Journal of adolescent health : official publication of the Society for Adolescent Medicine · 2020
    Article
  11. The Integration of Innovative Technologies to Support Improving Adolescent and Young Adult Health.The Journal of adolescent health : official publication of the Society for Adolescent Medicine · 2020
    Article
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

8 authors at 2 institutions in 1 country.

Elizabeth M OzerDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, Benioff Children's Hospital, University of California, San Francisco, San Francisco, California; Office of Diversity & Outreach, University of California, San Francisco, San Francisco, California. Electronic address: Elizabeth.Ozer@ucsf.edu.
Jonathan RoweDepartment of Computer Science, College of Engineering, North Carolina State University, Raleigh, North Carolina.
Kathleen P TebbDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, Benioff Children's Hospital, University of California, San Francisco, San Francisco, California.
Mark BernaDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, Benioff Children's Hospital, University of California, San Francisco, San Francisco, California.
Carlos PenillaDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, Benioff Children's Hospital, University of California, San Francisco, San Francisco, California.
Alison GiovanelliDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, Benioff Children's Hospital, University of California, San Francisco, San Francisco, California.
Carolyn JasikDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, Benioff Children's Hospital, University of California, San Francisco, San Francisco, California.
James C LesterDepartment of Computer Science, College of Engineering, North Carolina State University, Raleigh, North Carolina.
University of California, San Francisco · USNorth Carolina State University · US

Funding

SCH: ChangeGradients: Promoting Health Behavior Change with Clinically Integrated Sample-Efficient Policy Gradient MethodsR01CA247705 · NCI · UNIVERSITY OF CALIFORNIA, SAN FRANCISCO · PI OZER, ELIZABETH M · 2020 to 2023
$1.4M
NCI NIH HHS R01 CA247705
6 · The paper itself

Abstract

purposeAccidents and unintentional injuries account for the greatest number of adolescent deaths, often involving use of alcohol and other substances. This article describes the iterative design and development of Interactive Narrative System for Patient-Individualized Reflective Exploration (INSPIRE), a narrative-centered behavior change environment for adolescents focused on reducing alcohol use. INSPIRE is designed to serve as an extension to clinical preventive care, engaging adolescents in a theoretically grounded intervention for health behavior change by leveraging 3D game engine and interactive narrative technologies.

methodsAdolescents were engaged in all aspects of the iterative, multiyear development process of INSPIRE through over 20 focus groups and iterative pilot testing involving more than 145 adolescents. Qualitative findings from focus groups are reported, as well as quantitative findings from small-scale pilot sessions investigating adolescent engagement with a prototype version of INSPIRE using a combination of questionnaire and interaction trace log data.

resultsAdolescents reported that they found INSPIRE to be engaging, believable, and relevant to their lives. The majority of participants indicated that the narrative's protagonist character was like them (84%) and that the narrative featured virtual characters that they could relate to (79%). In the interactive narrative, the goals most frequently chosen by adolescents were "stay in control" (60%) and "do not get in trouble" (55%).

conclusionsWith a strong theoretical framework (social-cognitive behavior change theory) and technology advances (narrative-centered learning environments), the field is well positioned to design health behavior change systems that can realize significant impacts on behavior change for adolescent preventive health.

Indexed as

Adolescent Health ServicesHealth BehaviorPreventive Health ServicesAdolescentAdolescent BehaviorHumansNarrationVideo GamesAdolescent risk behaviorAlcohol useGames for healthHealth behavior changeHealth information technologyInteractive narrative technologiesNarrative-centered behavior change environmentsPreventionSelf-efficacySocial-cognitive theory

Identifiers

PMID32718513
PMCPMC9575382
OpenAlexW3045348391

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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.