PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions

PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions
复制标题

DOI:
10.1016/j.addbeh.2016.11.024
复制
发表时间:
2017-04-01
影响因子:
4.4
通讯作者:
Smith, Daniel J.
Smith, Daniel J.
中科院分区:
医学2区
文献类型:
--
作者:
Boyle, Sarah C.;Earle, Andrew M.;Smith, Daniel J.

文献摘要

被引文献

相似文献

游戏化干预利用游戏的动机特征,以提供预防信息和促进行为改变。尽管在越来越受欢迎的基于网络的个性化规范反馈(PNF)酒精干预中观察到的效果不大,但以前的研究尚未考虑如何使用游戏化来提高疗效。本研究探讨了一种新颖的,游戏化的PNF干预格式,其中包括基于积分的奖励系统,机会的元素,和个人图标,以视觉上代表用户,是否更有效地减少短期酒精使用比目前在大学校园使用的基于网络的PNF的标准风格。237名大学生被随机分配接受标准的简短的基于网络的PNF酒精干预或在Facebook连接的社交游戏CampusGANDR(游戏化酒精标准发现和重新调整)中提供的相同酒精干预组件。在这两种研究条件下,参与者回答了关于他们对同伴饮酒规范和自己饮酒的看法的相同问题,然后收到了相同的PNF幻灯片。PNF交付后两周,参与者再次报告了他们对同龄人饮酒和自己饮酒的看法。在CampusGANDR条件下的学生报告说,在两周的随访中,相对于接受标准在线调查提供的相同PNF的学生,同龄人饮酒规范和饮酒量显着减少。此外,一个中介模型表明,这种影响是由分配到接受CampusGANDR的参与者中感知饮酒规范的较大减少驱动的。随着基于网络的PNF正在成为一种越来越普遍的预防策略,这项研究的结果表明,游戏化可能是一种可以大幅提高干预效果的方法。强调了与游戏化PNF干预相关的潜在方法和经济效益,并讨论了未来研究的方向。(C)2016爱思唯尔有限公司版权所有
Gamified interventions exploit the motivational characteristics of a game in order to provide prevention information and promote behavior change. Despite the modest effect sizes observed in increasingly popular web-based personalized normative feedback (PNF) alcohol interventions for college students, previous research has yet to consider how gamification might be used to enhance efficacy. This study examines whether a novel, gamified PNF intervention format, which includes a point-based reward system, the element of chance, and personal icons to visually represent users, is more effective in reducing short-term alcohol use than the standard web based style of PNF currently used on college campuses. Two-hundred and thirty-seven college students were randomly assigned to receive either a standard brief, web-based PNF alcohol intervention or the same alcohol intervention components delivered within a Facebook-connected social game called CampusGANDR (Gamified Alcohol Norm Discovery and Readjustment). In both study conditions participants answered identical questions about their perceptions of peer drinking norms and own drinking and then received the same PNF slides. Two weeks following PNF delivery, participants again reported their perceptions of peers' alcohol use and own drinking. Students in the CampusGANDR condition reported significantly reduced peer drinking norms and alcohol use at the two-week follow-up relative to students who received identical PNF delivered by standard online survey. Further, a mediatioh model demonstrated that this effect was driven by larger reductions in perceived drinking norms among participants assigned to receive CampusGANDR, relative to control. As web-based PNF is becoming an increasingly universal prevention strategy, findings from this study suggest gamification may represent one method by which intervention efficacy could be substantially improved. The potential methodological and economic benefits associated with gamified PNF interventions are emphasized and directions for future research are discussed. (C) 2016 Elsevier Ltd. All rights reserved.