TECH DEMO TABLE 3
PlayForward: Elm City Stories, A Videogame for Behavior Change
Hieftje, Kimberly D. Duncan, Lindsay Fiellin, Lynn E.
Developed by Play2PreventTM (Yale School of Medicine) in partnership with Digitalmill (Portland, ME) and Schell Games (Pittsburgh, PA), PlayForward: Elm City Stories is an interactive, role-‐playing game designed to provide at-‐risk young teens the opportunity to acquire and practice skills in order to reduce their risk behaviors.
PlayForward is a tablet game that incorporates evidence-‐based tools for behavior change including message framing, delay discounting, social learning theory and self-‐efficacy. The game is an interactive world in which the player creates a personalized avatar (virtual character) and “travels” through life, facing challenges and making decisions that bring different risks and benefits. The player will have the ability to see how their choices affect both short-‐ and long-‐term outcomes. Through video game play we can evaluate in real-‐time how players are acquiring skills to help them make better choices.
Our interactive demonstration will include an overview of PlayForward as we walk participants through a brief game play experience on the iPad. We will describe how the game was developed, including our unique collaboration between video game developers and experts in HIV, health behavior, community-‐ based research, addiction, pediatrics, social psychology, and clinical psychology. We will also describe how we utilized community resources, including focus groups with youth, to help guide the storyline, artwork, and focus of our game.
Our demonstration presents an opportunity for participants to experience firsthand our electronic media-‐based intervention, PlayForward: Elm City Stories. Participants will also gain knowledge about the process involved in creating a videogame aimed at changing behavior.