Methods: Explanation of VR/MR, and a review of game design, developmental psychology and prevention science theories and concepts. Presentation of formative and feasibility testing research activities used to create and assess the potential of a primarily VR simulation game involving avatars (DRAMA-RAMA) as the skill building component for the Mighty Girls pregnancy prevention intervention created for early adolescent girls. Description of efficacy trial planning as it relates to technology delivery.
Results: Operationalization of essential aspects was guided by an interdisciplinary team (computer science, communication science, theatre, nursing), and a theoretical framework that integrates key concepts and theories in developmental psychology, prevention science, and game design. The net result was the development of a primarily VR simulation component delivered in a game format using digital puppetry controlled by inter-actors. Specific research activities included: interactive focus groups (n = 15); field work; low and high tech testing with early adolescents (n = 6); high tech testing with adult stakeholders (n = 6); a randomized control, feasibility trial (n = 46), conducted in a high risk population in an afterschool setting; and planning an effectiveness trial. Results support appeal, intervention tailoring, delivery fidelity, and potential effectiveness, but also identify scalability related challenges.
Conclusions: Findings illustrate how to incorporate use of VR/MR in skill building interventions, issues to consider for success, and the challenges associated with the scalability of programs involving such potentially promising, innovative technologies. Flexibility, creative problem solving, and a team committed to transdisciplinary science may be essential to both the development of new technologies for prevention science and making programs involving such technologies scalable.