Roundtable Discussion: Serious Games for Sexual Health


Program developers and researchers in the sexual health domain have increasingly embraced technological trends as they emerge. With the emergence of serious game applications to impact health behaviors, a natural step for research enquiry will be the investigation of serious games for sexual health education. We invited a panel of sexual health researchers who are working at the intersection of sexual health behavior change and technology applications to comment on the place of serious games in furthering the field of sexual health. The panel grappled with five questions.

African Youth HIV/AIDS Best Practices Handbook

This handbook created in 2006 profiles 95 youth-led and youth-focused HIV/AIDS projects from 25 countries in Africa. It is intended to highlight the work of African youth to stop the spread of HIV/AIDS, and to provide best practices examples that can be replicated in Africa and globally. The handbook aims to encourage further education and prevention efforts, promote African youth leadership to curb the pandemic, and create as well as sustain opportunities for the participation of African youth in local, national, regional, and international efforts to halt the spread of HIV/AIDS.

Using technology and participatory action research to engage youth in health promotion

There is increasing interest in ‘moving upstream’ in youth health promotion efforts to focus on building youth self-esteem, self-efficacy and civic engagement. Participatory Action Research (PAR) can be a powerful mechanism for galvanizing youth to become active agents of this change. This article describes a model (e-PAR) for using technology and Participatory Action Research to engage youth in community health promotion. The e-PAR Model was developed iteratively in collaboration with 57 youth and five community partners through seven projects.

Digital Visions: Children's 'creative uses' of Multimedia Technologies [1998]

This article describes some findings from recent research into young people's creative uses of new technologies in the home. The first section considers a range of theoretical perspectives on children's relationship with digital technologies. It interrogates popular and academic claims about the potential of the computer as a means for facilitating creativity.
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