Parents' Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity.

Parents' Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity.
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父母对一场严肃的游戏的看法,用于教育家庭有关处方阿片类药物安全的认识:Medsmarxt的定性试点研究:Phartive in Pharmacity。

DOI:
10.2196/49382
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发表时间:
2023-09-12
期刊:
影响因子:
4
通讯作者:
Seitz, Laura Louise
Seitz, Laura Louise
中科院分区:
医学3区
文献类型:
--
作者:
Abraham, Olufunmilola;Nixon, Grace Ann;Seitz, Laura Louise

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阿片类药物滥用是一个普遍存在的日益恶化的问题,影响着全美人民的健康,包括青少年。很少有针对青少年的干预措施旨在教育他们阿片类药物的安全性。MedSMARxT:PharmaCity冒险是一款严肃的教育视频游戏,向父母和他们的青少年传授安全的阿片类药物实践。这项研究旨在阐明父母对MedSMARxT:PharmaCity冒险的看法,以及父母和他们的青少年对它的潜在使用。2021年4月至10月,居住在美国的12至18岁青少年的父母通过Qualtrics研究小组、社交媒体、电子邮件列表服务和雪球抽样进行了招募。研究参与者玩了30分钟的MedSMARxT:Ventures in PharmaCity,然后通过思科(WebEx)参加了30分钟的赛后采访。研究人员开发并试行了一些问题,以考察成年人对这项运动的看法。参与者被问到了三组开放式问题:(1)关于游戏和游戏元素的问题,(2)他们从游戏中学到了什么,以及(3)关于他们对游戏的体验的问题。录音是逐字转录的。访谈记录由研究小组成员使用内容和主题分析进行编码,以确定数据中的主要主题和副主题。家长参与者(N=67)玩了MedSMARxT:在PharmaCity的冒险,并完成了赛后采访。分析从数据中推断出四个主要主题:(1)参与者的游戏体验,(2)对游戏功能的感知,(3)游戏的教育目的,以及(4)游戏的未来使用。大多数参与者(n=56,84%)至少有过一些视频游戏经验。超过一半的参与者(n=35,52%)对MedSMARxT:PharmaCity冒险中描述的游戏角色和场景有积极的反应,并表示它们对青少年来说是现实的。大多数参与者(n=39,58%)会将该游戏推荐给其他人。38名(57%)的参与者报告了严重的游戏导航困难,以及游戏节奏缓慢。所有参与者都能够准确地确定游戏的首要目标:阿片类药物或药物安全。该游戏强化了参与者的现有知识,尽管许多人(n=15,22%)报告了新的意识,即需要将阿片类药物储存在锁定的区域,并在药店提供药物处理投放箱。参与者表示,他们将推荐这款游戏供家庭和青少年未来在各种医疗保健和非医疗保健环境中使用。使用量身定做的严肃游戏是一种新颖的、引人入胜的工具,用于教育青少年阿片类药物安全。MedSMARxT:在PharmaCity的冒险可以作为父母和青少年促进关于安全和适当的阿片类药物使用的有意义的对话的工具。
Opioid misuse is a pervasive, worsening problem that affects the health of people throughout the United States, including adolescents. There are few adolescent-focused interventions designed to educate them about opioid medication safety. The MedSMARxT: Adventures in PharmaCity, is a serious educational video game that teaches parents and their youths about safe opioid practices. This study aimed to elucidate parent’s perceptions of MedSMARxT: Adventures in PharmaCity and its potential use by parents and their adolescents. Parents of adolescents aged 12 to 18 years who live in the United States were recruited from April to October 2021 via Qualtrics research panels, social media, email listserves, and snowball sampling. The study participants played MedSMARxT: Adventures in PharmaCity for 30 minutes and then participated in a 30-minute postgame interview via WebEx (Cisco). Questions were developed and piloted to examine adults’ perceptions of the game. Participants were asked three sets of open-ended questions: (1) questions about the game and elements of the game, (2) what they learned from the game, and (3) questions about their experience with games. Audio recordings were transcribed verbatim. Interview transcripts were coded using content and thematic analysis by study team members to identify major themes and subthemes from the data. Parent participants (N=67) played MedSMARxT: Adventures in PharmaCity and completed a postgame interview. Analysis extrapolated four primary themes from the data: (1) participant gaming experience, (2) perception of game features, (3) educational purpose of the game, and (4) future use of the game. Most participants (n=56, 84%), had at least some experience with video games. More than half of the participants (n=35, 52%) participants, had positive reactions to the game characters and scenes depicted in MedSMARxT: Adventures in PharmaCity and stated they were realistic for adolescents. Most participants (n=39, 58%), would recommend the game to others. Significant difficulties with gameplay navigation were reported by 38 (57%) participants, as well as a slow game pace. All participants were able to accurately identify the overarching goal of the game: opioid or medication safety. The game reinforced existing knowledge for participants, though many (n=15, 22%), reported a new awareness of the need to store opioid medications in a locked area and the availability of medication disposal drop boxes at pharmacies. Participants stated that they would recommend the game for future use by families and youths in various health care and non–health care settings. The use of a tailored serious game is a novel, engaging tool to educate adolescents on opioid safety. MedSMARxT: Adventures in PharmaCity can be used as a tool for parents and adolescents to facilitate meaningful dialogue about safe and appropriate opioid use.
DOI: 10.1016/j.sapharm.2021.09.005
发表时间: 2022-07
影响因子: 3.9
作者:
Abraham, Olufunmilola;Rosenberger, Claire A.;Birstler, Jen;Tierney, Kathleen
通讯作者: Tierney, Kathleen
DOI: 10.1080/08897077.2014.991058
发表时间: 2015
期刊: Substance abuse
影响因子: 3.5
作者:
Binswanger IA;Glanz JM
通讯作者: Glanz JM
DOI: 10.2196/19037
发表时间: 2020-07-01
期刊: JMIR SERIOUS GAMES
影响因子: 4
作者:
Caserman, Polona;Hoffmann, Katrin;Goebel, Stefan
通讯作者: Goebel, Stefan
DOI: 10.1080/08897077.2021.1901175
发表时间: 2021
期刊: SUBSTANCE ABUSE
影响因子: 3.5
作者:
Cohrs, Austin C.;Pacula, Rosalie Liccardo;Dick, Andrew W.;Stein, Bradley D.;Druss, Benjamin G.;Leslie, Douglas L.
通讯作者: Leslie, Douglas L.
DOI: 10.1016/j.japh.2023.04.020
发表时间: 2023-07-19
影响因子: 2.1
作者:
Abraham, Olufunmilola;Slonac, Evan;Paulsen, Zachary
通讯作者: Paulsen, Zachary