About YTH Live 2014

YTH Live (hashtag #ythlive) was on April 6–8, 2014 at the Hotel Kabuki in San Francisco. YTH Live is the premier conference for cutting-edge technology that is advancing the health and wellness of youth, young adults, and other underserved populations.

Each year, the most amazing minds in youth advocacy, health, and technology gather at YTH Live to showcase what works, share ideas and learnings, and launch new collaborations.

YTH Live is a place to find out what’s new, what’s happening right now, and what’s next in the field of health tech, and then take what you learn back to the communities you serve to improve the lives of youth.

Who attended?

Attendees included individuals and organizations running the most innovative and effective health programs serving youth and young adults. There were technology experts, social entrepreneurs, health professionals, researchers, educators, government representatives, pop culture influencers, developers, philanthropists, youth advocates, and others. A uniquely collaborative forum, YTH Live provides attendees with knowledge exchange, training, and networking opportunities across disciplines.

What topics were covered?

Workshops and sessions covered these topics (and more) and their convergence:

Health: health disparities among adolescents; engaging youth in their own health; mental health, bullying, depression, and suicide prevention; substance use and abuse; sexual health, including HIV prevention, teen and unplanned pregnancy, and dating violence; inter-generational immigrant health; and sexuality continuum and gender identity.

Technology: digital storytelling for advocacy; youth of color hackathons; girls in STEM; interactive education, MOOCs, and classroom experiences; inclusive community technology projects; measuring impact, big data, the quantified self, and wearable technology; disruptive innovations and emerging trends; new media, social media, mobile apps, and mHealth; text messaging for low-literacy populations; open source solutions; crowdfunding; and gamification.

Youth: adolescents and teens; young adults and college-aged students; tweens; youth of color; at-risk youth; and other underserved youth.