He International AIDS Society 2013, 16(Suppl two):18716 http://www.jiasociety.org/index.

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The interactive Onsider the case of a 40-yearold man {with a|having a narrative starts following the player customizes his avatar's hair colour, skin tone and clothing style. This really is accomplished by means of cautious design of the characters, dialogue and storylines. By way of example, the player's avatar regularly models good self-appraisals and comfort with his sexuality/desires. By means of conversations with other characters, he's exposed to dialogue made to lower feelings of isolation and inferiority although escalating self-worth. Furthermore, messages offering HIV expertise and risk-reduction skills are written/delivered in a nonjudgmental, gay-positive manner. Unfavorable feelings linked with religious, societal and familial rejection are also addressed. Participants in the control condition completed the identical baseline and instant post-test measures as those inside the Solve treatment situation but did not play the game at this time. Measures Consistent together with the trial registry, our major outcome was modify in counts of risky sexual behaviour more than 3 months and our secondary outcome was alter in shame.He International AIDS Society 2013, 16(Suppl two):18716 http://www.jiasociety.org/index.php/jias/article/view/18716 | http://dx.doi.org/10.7448/IAS.16.three.these groups. Exclusion criteria included participation in prior Solve research, non-corrected vision/hearing impairment and a history of injecting non-prescribed drugs. Further exclusion criteria after allocation (resulting in disenrollment and study discontinuation) integrated not finishing baseline measures (given that information would have been unanalyzable) and, in the Solve treatment condition, being unwilling or unable to download the game and/or becoming unable to play at the very least certainly one of two game levels. To recruit, we posted clickable banner advertisements on web-sites frequented by the target population. Participants could enter a lottery drawing at baseline with a 1:40 opportunity of receiving a one hundred gift card. At three-month followup, participants have been supplied a 25 present card. Description of Solve intervention and control situation The Resolve intervention immerses MSM inside a virtual world simulating many typical obstacles to safer sex. The intervention is guided by cognition-based approaches such as the Theory of Planned Behaviour [25] and Social Cognitive Theory [26] whilst also capitalizing upon current advances in neuroscience that suggest emotions are vital during decisionmaking [17,18]. The interactive narrative begins right after the player customizes his avatar's hair colour, skin tone and clothing style. On the first level, the player can flirt with possible sex partners at a virtual house celebration (see Figure 1). Because the drama unfolds, the player encounters a series of option points where he need to make self-regulatory decisions (e.g., accept/decline multiple provides of alcohol and casual sex). Subsequent, he is at a potential sex partner's apartment. Right here, the player gains practical experience initiating a conversation about secure sex, negotiating condom use and refusing sex if a condom is unavailable. When the player tends to make a risky decision, he is promptly exposed to a contextualized ICAP intervention. Right after picking out to engage (or not) in virtual sex, there is a tailored recap sequence where the player's virtual behaviouris evaluated and linked to real-life consequences. Players then move to level two a virtual nightclub where the artificially intelligent characters and decision points are more challenging.