SBIR-STTR Award

Interactive Multimedia For Youth Violence Prevention
Award last edited on: 1/8/09

Sponsored Program
SBIR
Awarding Agency
NIH : NIMH
Total Award Amount
$778,594
Award Phase
2
Solicitation Topic Code
-----

Principal Investigator
Jeremy P Shapiro

Company Information

EDR Corporation (AKA: EDR Media)

23330 Commerce Park Road
Cleveland, OH 44122
   (216) 292-7300
   owen@edr.com
   www.edr.com
Location: Multiple
Congr. District: 11
County: 

Phase I

Contract Number: 1R43MH056338-01
Start Date: 00/00/00    Completed: 00/00/00
Phase I year
1996
Phase I Amount
$99,999
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)

Phase II

Contract Number: 2R44MH056338-02
Start Date: 00/00/00    Completed: 00/00/00
Phase II year
1997
(last award dollars: 1998)
Phase II Amount
$678,595

The purpose of this project is to develop and evaluate an interactive multimedia product, on CD-ROM, designed to teach violence prevention skills to youth and thus prevent mental disorders and promote mental health. The program would be designed to change violence-related attitudes and strengthen conflict-related psychosocial skills. The software would make interactive use of video, audio, graphics, text, and music. There would be didactic material and exercises, packaged as games, involving application of the material. In one game, the user sees a video depiction of a conflict, chooses a behavior for the character, and then sees video portraying that choice and its likely interpersonal consequences. Research subjects would be 3,000 6th-8th grade students in an urban and a suburban school system. The experimental design would compare the product to a curriculum-based, teacher-delivered program with similar content. There would be four experimental conditions: CD-ROM, curriculum, both, and control. Subjects will be assessed at three time points (four month intervals). We will examine effects of the interventions on violence- related knowledge, attitudes and behavior, using self-report, teacher- report, school archival, and juvenile court data. The project involves a synthesis of research on youth violence and its prevention with the emerging technology of interactive multimedia. PROPOSED COMMERCIAL APPLICATION: Youth violence is a problem os serious concern to schools. Existing preventative intervention 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.