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Dive into the research topics where Lindsay R Duncan is active.

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Featured researches published by Lindsay R Duncan.


Clinical Cancer Research | 2014

Quitting smoking will benefit your health: the evolution of clinician messaging to encourage tobacco cessation.

Benjamin A. Toll; Alana M. Rojewski; Lindsay R Duncan; Amy E. Latimer-Cheung; Lisa M. Fucito; Julie L. Boyer; Stephanie S. O'Malley; Peter Salovey; Roy S. Herbst

Illnesses that are caused by smoking remain as the worlds leading cause of preventable death. Smoking and tobacco use constitute approximately 30% of all cancer-related deaths and nearly 90% of lung cancer–related deaths. Thus, improving smoking cessation interventions is crucial to reduce tobacco use and assist in minimizing the burden of cancer and other diseases in the United States. This review focuses on the existing research on framed messages to promote smoking cessation. Consistent with the tenets of prospect theory and recent meta-analysis, gain-framed messages emphasizing the benefits of quitting seem to be preferable when working with adult patients who smoke tobacco products. The evidence also suggests that moderators of treatment should guide framed statements made to patients. Meta-analyses have provided consistent moderators of treatment such as need for cognition, but future studies should further define the specific framed interventions that would be most helpful for subgroups of smokers. In conclusion, instead of using loss-framed statements like “Smoking will harm your health by causing problems like lung and other cancers, heart disease, and stroke,” as a general rule, physicians should use gain-framed statements like “Quitting smoking will benefit your health by preventing problems like lung and other cancers, heart disease, and stroke.” Clin Cancer Res; 20(2); 301–9. ©2014 AACR.


Translational behavioral medicine | 2014

Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions

Lindsay R Duncan; Kimberly Hieftje; Sabrina Culyba; Lynn E. Fiellin

ABSTRACTAs mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed “Game Playbooks” which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.


Health Promotion Practice | 2014

Novel Methods to Collect Meaningful Data From Adolescents for the Development of Health Interventions

Kimberly Hieftje; Lindsay R Duncan; Lynn E. Fiellin

Health interventions are increasingly focused on young adolescents, and as a result, discussions with this population have become a popular method in qualitative research. Traditional methods used to engage adults in discussions do not translate well to this population, who may have difficulty conceptualizing abstract thoughts and opinions and communicating them to others. As part of a larger project to develop and evaluate a video game for risk reduction and HIV prevention in young adolescents, we were seeking information and ideas from the priority audience that would help us create authentic story lines and character development in the video game. To accomplish this authenticity, we conducted in-depth interviews and focus groups with young adolescents aged 10 to 15 years and employed three novel methods: Storytelling Using Graphic Illustration, My Life, and Photo Feedback Project. These methods helped provide a thorough understanding of the adolescents’ experiences and perspectives regarding their environment and future aspirations, which we translated into active components of the video game intervention. This article describes the processes we used and the valuable data we generated using these three engaging methods. These three activities are effective tools for eliciting meaningful data from young adolescents for the development of health interventions.


Journal of Health Psychology | 2013

Healthy Eating for Life English as a second language curriculum: Primary outcomes from a nutrition education intervention targeting cancer risk reduction

Lindsay R Duncan; Josefa L. Martinez; Susan E. Rivers; Amy E. Latimer; Michelle C. Bertoli; Samantha Domingo; Peter Salovey

We conducted a pre–post feasibility trial of Healthy Eating for Life, a theory-based, multimedia English as a second language curriculum that integrates content about healthy nutrition into an English language learning program to decrease cancer health disparities. Teachers in 20 English as a second language classrooms delivered Healthy Eating for Life to 286 adult English as a second language students over one semester. Postintervention data are available for 227 students. The results indicated that Healthy Eating for Life is effective for increasing fruit and vegetable intake as well as knowledge, action planning, and coping planning related to healthy eating. Participants also achieved higher reading scores compared to the state average.


Clinical Trials | 2016

The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories

Lynn E. Fiellin; Tassos C. Kyriakides; Kimberly Hieftje; Tyra Pendergrass; Lindsay R Duncan; James Dziura; Benjamin G. Sawyer; David A. Fiellin

Background: To address the need for risk behavior reduction and human immunodeficiency virus prevention interventions that capture adolescents “where they live,” we created a tablet-based videogame to teach skills and knowledge and influence psychosocial antecedents for decreasing risk and preventing human immunodeficiency virus infection in minority youth in schools, after-school programs, and summer camps. Methods: We developed PlayForward: Elm City Stories over a 2-year period, working with researchers, commercial game designers, and staff and teens from community programs. The videogame PlayForward provides an interactive world where players, using an avatar, “travel” through time, facing challenges such as peer pressure to drink alcohol or engage in risky sexual behaviors. Players experience how their choices affect their future and then are able to go back in time and change their choices, creating different outcomes. A randomized controlled trial was designed to evaluate the efficacy of PlayForward. Participants were randomly assigned to play PlayForward or a set of attention/time control games on a tablet at their community-based program. Assessment data were collected during face-to-face study visits and entered into a web-based platform and unique real-time “in-game” PlayForward data were collected as players engaged in the game. The innovative methods of this randomized controlled trial are described. We highlight the logistical issues of conducting a large-scale trial using mobile technology such as the iPad®, and collecting, transferring, and storing large amounts of in-game data. We outline the methods used to analyze the in-game data alone and in conjunction with standardized assessment data to establish correlations between behaviors during gameplay and those reported in real life. We also describe the use of the in-game data as a measure of fidelity to the intervention. Results: In total, 333 boys and girls, aged 11–14 years, were randomized over a 14-month period: 166 were assigned to play PlayForward and 167 to play the control games. To date (as of 1 March 2016), 18 have withdrawn from the study; the following have completed the protocol-defined assessments: 6 weeks: 271 (83%), 3 months: 269 (84%), 6 months: 254 (79%), 12 months: 259 (82%), and 24 months: is ongoing with 152 having completed out of the 199 participants (76%) who were eligible to date (assessment windows were still open). Conclusion: Videogames can be developed to address complex behaviors and can be subject to empiric testing using community-based randomized controlled trials. Although mobile technologies pose challenges in their use as interventions and in the collection and storage of data they produce, they provide unique opportunities as new sources of potentially valid data and novel methods to measure the fidelity of digitally delivered behavioral interventions.


Journal of Health Psychology | 2013

Examining the Use of Message Tailoring to Promote Physical Activity among Medically Underserved Adults

Josefa L. Martinez; Lindsay R Duncan; Susan E. Rivers; Amy E. Latimer; Peter Salovey

The purpose of this study was to examine if messages tailored to an individual’s regulatory focus (i.e. their tendency to focus on prevention or promotion) increased exercise intentions and behavior in a medically underserved sample. Adult English as a Second Language students (N = 58) were presented with tailored exercise messages. There was a significant main effect for message type; participants who received promotion messages reported greater exercise intentions than those who received prevention messages. Intentions and behavior were not higher among those who received messages matching their regulatory focus. Implications for message tailoring frameworks are discussed.


Journal of Medical Internet Research | 2015

Using Videogame Apps to Assess Gains in Adolescents' Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery.

Erika Montanaro; Lynn E. Fiellin; Tamer Fakhouri; Tassos C. Kyriakides; Lindsay R Duncan

Background Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. Objective The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. Methods We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Results Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Conclusions Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Trial Registration Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg)


Pediatrics | 2014

Videogames, Here for Good

Lynn E. Fiellin; Kimberly Hieftje; Lindsay R Duncan

There is a long-standing debate about the potential contribution of videogames to negative outcomes in youth; however, definitive conclusions have not been reached. As the debate continues, the use of videogames for good, as vehicles for delivering health promotion and risk prevention interventions, is growing. With the evolution of the field of “serious games” (ie, games for a primary purpose other than pure entertainment1), the interest and opportunities for designing and using videogames for positive health impact are emerging. Key components of videogames include that they have rules, are goal oriented, and some have points or levels. Furthermore, serious games can serve as educational tools that allow interactive and simulated role playing and provide a platform for realistic and engaging environments for skill building. These critical components of videogames can be harnessed to promote positive health outcomes. Goals of the serious games field include using scientifically rigorous tools (eg, theory-based content, randomized clinical trials) to develop and evaluate games for efficacy and capitalize on their potential to produce rich in-game data in simulated game environments reflecting real-life behaviors. The use of technology in health care is increasingly ubiquitous, and there is mounting evidence that videogames can serve as interventions to increase knowledge and effect behavior change in youth.2 Our purpose is to highlight that videogames can be used for good. We draw on emerging evidence showing that specially designed videogames can have a positive influence on cognitions and actions related to health and have the potential to be used as measures of actual behaviors outside gameplay. In addition, … Address correspondence to Lynn E. Fiellin, MD, play2PREVENT Laboratory, Yale University School of Medicine, 367 Cedar Street, PO Box 208093, New Haven, CT 06520-8093. E-mail: lynn.fiellin{at}yale.edu


Journal of Medical Internet Research | 2017

Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial

Lynn E. Fiellin; Kimberly Hieftje; Tyra Pendergrass; Tassos C. Kyriakides; Lindsay R Duncan; James Dziura; Benjamin G. Sawyer; Linda Mayes; Cindy A. Crusto; Brian Wc Forsyth; David A. Fiellin

Background Human immunodeficiency virus (HIV) disproportionately impacts minority youth. Interventions to decrease HIV sexual risk are needed. Objective We hypothesized that an engaging theory-based digital health intervention in the form of an interactive video game would improve sexual health outcomes in adolescents. Methods Participants aged 11 to 14 years from 12 community afterschool, school, and summer programs were randomized 1:1 to play up to 16 hours of an experimental video game or control video games over 6 weeks. Assessments were conducted at 6 weeks and at 3, 6, and 12 months. Primary outcome was delay of initiation of vaginal/anal intercourse. Secondary outcomes included sexual health attitudes, knowledge, and intentions. We examined outcomes by gender and age. Results A total of 333 participants were randomized to play the intervention (n=166) or control games (n=167): 295 (88.6%) were racial/ethnic minorities, 177 (53.2%) were boys, and the mean age was 12.9 (1.1) years. At 12 months, for the 258 (84.6%) participants with available data, 94.6% (122/129) in the intervention group versus 95.4% (123/129) in the control group delayed initiation of intercourse (relative risk=0.99, 95% CI 0.94-1.05, P=.77). Over 12 months, the intervention group demonstrated improved sexual health attitudes overall compared to the control group (least squares means [LS means] difference 0.37, 95% CI 0.01-0.72, P=.04). This improvement was observed in boys (LS means difference 0.67, P=.008), but not girls (LS means difference 0.06, P=.81), and in younger (LS means difference 0.71, P=.005), but not older participants (LS means difference 0.03, P=.92). The intervention group also demonstrated increased sexual health knowledge overall (LS means difference 1.13, 95% CI 0.64-1.61, P<.001), in girls (LS means difference 1.16, P=.001), boys (LS means difference 1.10, P=.001), younger (LS means difference 1.18, P=.001), and older (LS means difference=1.08, P=.002) participants. There were no differences in intentions to delay the initiation of intercourse between the two groups (LS means difference 0.10, P=.56). Conclusions An interactive video game intervention improves sexual health attitudes and knowledge in minority adolescents for at least 12 months. Trial Registration Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6syumc9C0).


Translational behavioral medicine | 2013

Healthy eating for life: rationale and development of an English as a second language (ESL) curriculum for promoting healthy nutrition

Josefa L. Martinez; Susan E. Rivers; Lindsay R Duncan; Michelle C. Bertoli; Samantha Domingo; Amy E. Latimer-Cheung; Peter Salovey

ABSTRACTLow health literacy contributes significantly to cancer health disparities disadvantaging minorities and the medically underserved. Immigrants to the United States constitute a particularly vulnerable subgroup of the medically underserved, and because many are non-native English speakers, they are pre-disposed to encounter language and literacy barriers across the cancer continuum. Healthy Eating for Life (HE4L) is an English as a second language (ESL) curriculum designed to teach English language and health literacy while promoting fruit and vegetable consumption for cancer prevention. This article describes the rationale, design, and content of HE4L. HE4L is a content-based adult ESL curriculum grounded in the health action process approach to behavior change. The curriculum package includes a soap opera-like storyline, an interactive student workbook, a teachers manual, and audio files. HE4L is the first teacher-administered, multimedia nutrition–education curriculum designed to reduce cancer risk among beginning-level ESL students. HE4L is unique because it combines adult ESL principles, health education content, and behavioral theory. HE4L provides a case study of how evidence-based, health promotion practices can be implemented into real-life settings and serves as a timely, useful, and accessible nutrition–education resource for health educators.

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Craig R. Hall

University of Western Ontario

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