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Revolutionizing Normative Re-education: Delivering Enhanced PNF within a Social Media Inspired Game About College Life

Revolutionizing Normative Re-education: Delivering Enhanced PNF within a Social Media Inspired Game About College Life
彻底改变规范再教育:在社交媒体启发的大学生活游戏中提供增强的 PNF
批准号:
9765855
负责人:
Joseph W. Labrie
金额:
$49.54万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2019
资助国家:
美国
项目状态:
已结题
起止时间:
2019-06-20 至 2024-05-31

项目摘要

项目成果

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中文摘要
翻译
项目摘要 NIAAA将一年级大学生列为酗酒和有害后果的高危群体。 此外,这些学生对同龄人饮酒的看法(描述性规范)是他们 自己饮酒,这些规范一直被误解;学生高估了同伴的饮酒行为, 导致他们自己喝更多的酒。大多数大学要求新生远程完成学业-- 提供干预措施以纠正这些误解,称为规范性再教育计划。 然而,这些方案中的主要风险降低方法--个性化规范反馈(PNF)--受到了影响 这些限制阻碍了学生饮酒和后果的大幅减少。我们的试点工作 我推出了一款新的基于智能手机的应用程序CampusGANDR,它在每周的游戏中提供PNF 关于大学生活。在游戏中,学生提交问题,对他们最喜欢的问题进行投票,回答以下问题 问题,并根据他们的回答的准确性赢得或失去分数。的一项重大创新 CampusGANDR是它借鉴了游戏化领域的最新文献,添加了点、 排行榜和基于机会的不确定性,使PNF更有趣、更可信、更易于接受 学生们。此外,我们已经成功地邀请学生自愿玩游戏,而不是提供 对参与或强制参与的金钱补偿,就像大多数当前的计划和 研究计划。在CampusGANDR的背景下,学生查看反馈是因为他们本质上 这样做是有动机的,而不是外在的动机。在广泛试点工作的基础上,目前的提案 寻求:1)在大规模多点试验中评估CampusGANDR的疗效;2)确定最佳 校区内用于纠正规范和减少酒精使用的酒精反馈剂量 饮酒情况不同的学生(非饮酒者、轻度至中度饮酒者和重度饮酒者);3) 检查干预效果的人水平调节因素;以及4)评估CampusGANDR的可持续性 在使用这款应用但没有被招募到研究中的学生中。在项目的第一年,我们将 与屡获殊荣的应用程序开发公司合作,设计和编程全功能版本的 CampusGANDR应用程序。接下来,2400名一年级学生将被分成三组,每组两人 不同的校园(洛约拉·马里蒙特大学和休斯顿大学)为CampusGANDR比赛 12周,并完成4项关于饮酒和人格变量的调查。不是的学生 抽样到调查研究中的人仍然可以参加CampusGANDR,他们的应用程序使用数据将是 用来测量APP的有机搅拌率和病毒增长系数。该项目将导致 尖端原生智能手机(iOS、Android)和该应用程序的网络版本,能够动态定制 根据学生在入学时的饮酒经验反馈的酒精剂量。
英文摘要
Project Summary NIAAA identifies first-year college students as a high-risk group for heavy drinking and harmful consequences. Further, these students' perceptions of their peers' drinking (descriptive norms) are strong predictors of their own alcohol use and those norms are consistently misperceived; students overestimate peer drinking behavior, leading them to drink more themselves. Most universities require incoming students to complete remotely- delivered interventions to correct these misperceptions, known as Normative Re-education programs. However, the main risk-reduction approach in these programs, personalized normative feedback (PNF), suffers from limitations that have impeded large reductions in student alcohol use and consequences. Our pilot work has introduced a new smartphone-based app called CampusGANDR that delivers PNF within a weekly game about college life. During the game students submit questions, vote on their favorite questions, answer these questions, and win or lose points based on the accuracy of their responses. A major innovation of CampusGANDR is that it draws on recent literature in the field of gamification, adding features like points, leader boards, and chance-based uncertainty to make PNF more interesting, believable, and palatable to students. Further, we have successfully invited students to play the game voluntarily, rather than offering monetary compensation for taking part or making participation mandatory like most current programs and research initiatives. In the context of CampusGANDR students view feedback because they are intrinsically motivated, rather than extrinsically motivated, to do so. Based on extensive pilot work, the current proposal seeks to: 1) evaluate the efficacy of CampusGANDR in a large-scale multi-site trial; 2) identify the optimal dosage of alcohol feedback to deliver within CampusGANDR for correcting norms and reducing alcohol use among students who differ in alcohol use (non-drinkers, light to moderate drinkers, and heavy drinkers); 3) examine person-level moderators of intervention efficacy; and 4) evaluate the sustainability of CampusGANDR among students who use the app but aren't recruited into the study. During the first year of the project we will work with an award-winning app development company to design and program a fully-functional versions of the CampusGANDR app. Next, 2,400 first-year students will be recruited across three cohorts at two distinctly different campuses (Loyola Marymount University and the University of Houston) to play CampusGANDR for 12 weeks and to complete 4 surveys about their alcohol use and personality variables. Students who are not sampled into the survey study will still be able to take part in CampusGANDR, and their app usage data will be employed to measure the organic churn rate and viral growth coefficient of the app. The project will result in cutting-edge native smartphone (IOS, Android) and web-versions of the app able to dynamically tailor the dosage of alcohol feedback delivered based on students' alcohol experience at the point of matriculation.
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会议论文
2 College Truths & 1 Lie: Social Media Embedded Gamified Normative Re-education
  • 批准号:
    10593626
  • 项目类别:
  • 资助金额:
    $24.28万
  • 财政年份:
    2023
  • 负责人:
    Joseph W. Labrie
  • 依托单位:
Revolutionizing Normative Re-education: Delivering Enhanced PNF within a Social Media Inspired Game About College Life
  • 批准号:
    10630277
  • 项目类别:
  • 资助金额:
    $40.11万
  • 财政年份:
    2019
  • 负责人:
    Joseph W. Labrie
  • 依托单位:
Revolutionizing Normative Re-education: Delivering Enhanced PNF within a Social Media Inspired Game About College Life
  • 批准号:
    10408718
  • 项目类别:
  • 资助金额:
    $43.95万
  • 财政年份:
    2019
  • 负责人:
    Joseph W. Labrie
  • 依托单位:
Revolutionizing Normative Re-education: Delivering Enhanced PNF within a Social Media Inspired Game About College Life
  • 批准号:
    10172805
  • 项目类别:
  • 资助金额:
    $42.18万
  • 财政年份:
    2019
  • 负责人:
    Joseph W. Labrie
  • 依托单位:
海外基金