SBIR/STTR Research Award

An Anti-Smoking Video Game for Pre-adolescent Girls

Award identifier 5b591645a81fedefa572a1530a7180156edfa17869702346b79d24bfacc6afdaAwarding agency Department of Health and Human Services · National Institutes of Health

Award amount

$172,432

Program and phase

SBIR · Phase I

Award year

2005

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Award details

Awarding agency
Department of Health and Human Services
Branch
National Institutes of Health
Recipient company
GABRIEL INTERACTIVE, INC.
Proposal award date
Not reported
Contract end date
Not reported
UEI
Not reported
Solicitation number
PHS2005-2
Topic code
Not reported

Research abstract

DESCRIPTION (provided by applicant): The purpose of this study is to develop an interactive PC computer game (with a working title of "Escape From Nicotinia") that will encourage young girls, ages 8-12, to make sound and informed decisions concerning smoking, and thereby prevent initiation of smoking and subsequent nicotine addiction. The specific aims for Phase I are to: create a preliminary design document for final product; validate content and design for final product; develop an operational game prototype; evaluate the prototype product; establish commercialization and product branding plan; prepare report of Phase I results and the protocol for Phase II. Although the nature of this product is to send an educational message about the hazards of smoking, we will utilize computer gaming technology to create an immersive environment for the child that is playful and engaging. Interactive computer gaming technology is uniquely suited to the delivery of smoking prevention education because information can be presented in an innovative, engaging manner that is familiar to children and adolescents. The aim is to provide enough engagement in the game activities to send a clear message to young girls that they have the power to become stronger, healthier women by remaining smokefree. In Phase I, an executable prototype will be built for limited sections of the game and will be tested with a number of end-users measuring selected outcomes. Advisory panels of potential users, including educators, parents, and girls, will meet to discuss the development and future direction of the game. A field trial will be conducted to test usability and potential educational impact of the game. Phase II will produce the full-scope game and test end-users in selected elementary schools. Distribution of the game will be via CD-ROM and the internet.

Technology keywords

Not reported

Agency intelligence

Department of Health and Human Services

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