Youth violence is associated with serious negative mental health consequences, and this proposal seems to fit NIMH research topic number 97.B. The project's purpose would be to develop and pilot-test an interactive, multimedia computer product, on CD-ROM, designed to teach violence prevention skills to youth and thus to prevent mental disorders and promote mental health. In Phase I, participants would be sixth-grade students in the Cleveland public schools. Content includes violence-related attitudes, anger management, social perception and problem-solving, assertiveness, communication skills, and conflict management. The game would present players with videotaped scenarios of conflict situations. At critical junctures in the action, players would control characters' behavior, choosing from options likely-to lead either to peaceful resolution or violence. The ensuing video action would represent both the consequences of the player's choice and the stimulus for his or her subsequent choice behavior. Other techniques would include didactic presentation, freeze-frame with audio, graphics, music, and role-reversals. The evaluation would examine youth interest in and experience of the product, game choice behavior, and would focus on pre/post assessment of violence-related knowledge, attitudes, and behavior. The product would represent an innovative synthesis of violence research, psychosocial skills training, and emerging interactive multimedia technologies.Proposed commercial application:Youth violence is a problem of serious concern to schools. Existing preventive interventions do not seem to have an optimal level of effectiveness. The proposed interactive multimedia product has the potential to make an important contribution to youth violence prevention. Also, the product would be less expensive and easier to use than traditional interventions. There is major commercial potential in the school market and in other youth-related markets as well.National Institute of Mental Health (NIMH)