Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents

Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents
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DOI:
10.1080/08897077.2018.1437862
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发表时间:
2018-01-01
期刊:
影响因子:
3.5
通讯作者:
Fiellin, Lynn E.
Fiellin, Lynn E.
中科院分区:
医学3区
文献类型:
--
作者:
Duncan, Lindsay R.;Hieftje, Kimberly D.;Fiellin, Lynn E.

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背景:视频游戏在提供健康干预方面正变得越来越受欢迎;然而,它们在初级预防吸烟和大麻使用方面的作用尚未得到评估。这项研究的目的是对角色扮演视频游戏原型Smokecreen的效果进行初步测试,旨在开发与吸烟和大麻使用的初级预防相关的知识和行为技能。作者还探索了参与者的游戏体验。方法:本研究采用1组前测-后测设计,对25名11~14岁(男11.56,SD=0.77)从未尝试过香烟或大麻的青少年男女青少年进行调查。参与者在两周的时间里玩了四次1小时的游戏。在基线、2周和12周的随访中收集与吸烟和大麻预防相关的知识、自我效能、态度、感知规范和意图的评估。游戏体验评分是在游戏进行2周后收集的。进行单因素方差分析(ANOVAS)。结果:(1)对香烟(Wilks‘s lambda=0.62,F(2,23)=7.21,P=.004)和大麻(Wilks’s lambda=0.67,F(2,23)=5.75,P=.009)的认知从游戏前到游戏后都有了提高,表现为大效应;(2)自我效能感和与香烟和大麻相关的知觉规范的预期方向出现了不显著的变化,变化的特点是中大效应。总体而言,玩家对他们使用烟幕视频游戏原型的体验提供了积极的报告。结论:这些发现提供了初步证据,表明视频游戏有可能影响关键的认知和动机变量,并可以成为提供香烟和大麻预防干预的一种引人入胜的手段。
Background: Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowledge and behavioral skills associated with primary prevention of cigarette and marijuana use. The authors also explored participants' gameplay experience. Methods: This study employed a 1-group pretest-posttest design with 25 adolescent boys and girls aged 11 to 14 years (M-age = 11.56, SD = 0.77) who had never tried cigarettes or marijuana. Participants played four 1-hour gameplay sessions over a 2-week period. Assessments of knowledge, self-efficacy, attitudes, perceived norms, and intentions related to cigarette and marijuana prevention were collected at baseline and 2-week and 12-week follow-ups. Ratings of gameplay experience were collected after the 2 weeks of gameplay. One-way repeated-measures analyses of variance (ANOVAs) were conducted. Results: Findings are (1) improvements in knowledge for both cigarette (Wilks' lambda = 0.62, F(2, 23) = 7.21, P = .004) and marijuana (Wilks' lambda = 0.67, F(2, 23) = 5.75, P = .009) use from pre- to post-gameplay that were characterized by large effects; and (2) nonsignificant trends in the expected direction emerged for changes in self-efficacy and perceived norms related to both cigarettes and marijuana that were characterized by medium-large effects. Overall, the players provided positive reports of their experience with the smokeSCREEN videogame prototype. Conclusions: These findings provide preliminary evidence that a videogame has the potential to influence key cognitive and motivational variables and can be an engaging means to deliver a cigarette and marijuana prevention intervention.