Geek Therapy
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Geek Therapy
How Geek Culture is saving the world. Can geeky, nerdy, and techy things help heal the world? Absolutely. | For the Geek Therapy Podcast and more, visit
Curated by Josué Cardona
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Cardiff University comic book project helps African youngsters deal with misery of AIDs

Cardiff University comic book project helps African youngsters deal with misery of AIDs | Geek Therapy |
Language experts use graphics to demolish myths associated with continent's biggest killer
Josué Cardona's insight:

This project has two parts: It gave children a way to share their experiences and express their feelings about AIDs and it culminated in a book for broad distribution.

Shadow Quill 's curator insight, July 31, 2013 11:09 PM

What a wonderful way to apply comic books to allow the kids to express themselves about AIDS

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iPad game hopes to stop HIV transmission

iPad game hopes to stop HIV transmission | Geek Therapy |
Play a sedentary video game and live a healthier life? That’s the hope of Yale researchers who are joining the booming health games industry with an iPad application designed to help minority teens learn about HIV prevention strategies.


As part of Yale’s Play2Prevent initiative, a group from the School of Medicine conducted focus groups with New Haven teens to gain an understanding common factors and behaviors that affect HIV risk. The findings are guiding the design and content of a new iPad game titled PlayForward: Elm City Stories, which aims to promote better decisions among minority youth. The researchers will conduct a study on the game’s impact HIV transmission rates starting later this year.


“The overall goal is to help kids practice skills in the game that will decrease their engagement in behaviors that put them at risk for HIV,” said brief author Lynn Fiellin MED ’96, associate professor of medicine and director of Play2Prevent. “The idea is to build an evidence-based HIV intervention. The game has to be fun and engaging, but it has to accomplish something.”


The game involves creating an avatar who goes through a virtual life and makes decisions revolving around risk behaviors, including unprotected sex and drug and alcohol abuse. The player will be able to see how their choices and actions influence later situations and rewind to play out how making another decision could produce a different outcome. Researchers will study the impact of the game among New Haven teens in an 18-24 month clinical trial starting later this year.

Stephen Aloysius Balas's comment, February 25, 2013 10:30 AM
"Brainwashing" kids to make better choices