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.
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.
What it found
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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.
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Who cites it
11 citing papers in PubMed, 20 citations in OpenAlex.
- An Interactive Narrative Intervention to Increase Adolescents' Knowledge and Self-Efficacy to Reduce Alcohol Use: Pre-Post Study.JMIR formative research · 2026Article
- Rates and Predictors of Follow-Up Care and Treatment Initiation Among Women Veterans After a Positive Alcohol Screen.Substance use & addiction journal · 2026Article
- A Pediatric- and Adolescent-Focused Medication Abortion Curriculum for Multidisciplinary Trainees.MedEdPORTAL : the journal of teaching and learning resources · 2025Article
- Article
- Supporting Adolescent Engagement with Artificial Intelligence-Driven Digital Health Behavior Change Interventions.Journal of medical Internet research · 2023Article
- Setting Physical Activity Goals with a Virtual Coach: Vicarious Experiences, Personalization and Acceptance.Journal of medical systems · 2023Article
- Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use.Frontiers in education · 2023Article
- Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review.JMIR serious games · 2022Article
- "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... · 2021Article
- 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 · 2020Article
- 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 · 2020Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors at 2 institutions in 1 country.
Funding
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.
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Registered trials
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.