Session: Hot Topics in Early Adolescence: Relational Abuse, Substance Use, and Sex (Society for Prevention Research 25th Annual Meeting)

3-019 Hot Topics in Early Adolescence: Relational Abuse, Substance Use, and Sex

Schedule:
Thursday, June 1, 2017: 10:15 AM-11:45 AM
Regency D (Hyatt Regency Washington, Washington, DC)
Theme: Epidemiology and Etiology
Symposium Organizer:
Anne E. Norris
Introduction: Early adolescence is a time of sweeping physiological changes, and increasing awareness and concern for what peers think. This increasing awareness and concern increases susceptibility to peer pressure and emotional distress when bullied by another peer. Susceptibility to peer pressure can lead to involvement in risky behavior, such as substance use and risky sexual behavior. Emotional distress associated with bullying can increase risk for suicide and even play a role in mass homicides. Fortunately, early adolescence is also an opportune time to intervene. Rapid growth of the frontal cortex peaks at this time, resulting in strong motivations and passions that intervention activities can capitalize upon and shape. Skills learned at this stage can have lasting impact. This symposium seeks to provide grist for the prevention science mill by presenting data on 3 topics: bullying, substance use (including use of vapor products), and sex (sexting, heavy petting - a behavior that increases risk for early initiation of intercourse).

Methods: The presentations in this symposium use 2015-16 data from the NIH funded JUEGA pregnancy prevention study. This study is being conducted with Hispanic 7thgrade girls enrolled in a low income (50% or higher reduced/free lunch), predominately Hispanic (60% or higher) public school within Miami-Dade County. The study as 2 conditions: Mighty Girls (intervention) and Game Girls (Control). Mighty Girls complete 6 classroom sessions and then play DRAMA-RAMA, a single player, virtual reality game that creates a live simulation of peer interactions involving peer pressure using digital puppetry of avatars. Game girls play a Science Valley, a single player, virtual reality game that uses a traditional role play interface (avatar within game represents participant and is controlled by participant) to build skills is use of scientific method and introduces concepts in robotics, wind energy, and environmental management. Data are collected at baseline, 1 month later (post-intervention), 3 months later, and approximately 12 and 24 months later. During 2015-16, 240 girls were enrolled and completed the baseline, 1 month, and 3 month surveys. These surveys assessed demographic characteristics, sexual behavior (including sexting), substance use behavior (including use of vapor products), bullying (perpetrating and being victimized), depression, and resistance self-efficacy, intentions, and behaviors.

Results: 243 girls were recruited and enrolled in the JUEGA study. Over 87% qualified for reduced or free lunch. Additional results will be presented as needed in the presentations that follow.

Conclusion: The symposium organizer will address implications of the 3 papers for prevention science.


* noted as presenting author
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