Abstract
The objective of this study was to assess adolescents' receptivity to the use of new interactive media for dissemination of sensitive health messages. We propose a conceptual framework based on the Extended Parallel Process Model (EPPM) to design a game-based HIV/AIDS intervention for adolescents. Amongst key findings, we found that Game Play led to changes in attitudes and intentions.
Original language | English |
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Pages (from-to) | 169-187 |
Number of pages | 19 |
Journal | Knowledge Management and E-Learning |
Volume | 2 |
Issue number | 2 |
Publication status | Published - Jun 2010 |
Externally published | Yes |