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2 College Truths & 1 Lie: Social Media Embedded Gamified Normative Re-education

2 College Truths & 1 Lie: Social Media Embedded Gamified Normative Re-education
2 大学真相
批准号:
10593626
负责人:
Joseph W. Labrie
金额:
$24.28万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2023
资助国家:
美国
项目状态:
未结题
起止时间:
2023-06-01 至 2026-05-31

项目摘要

项目成果

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中文摘要
翻译
项目摘要 传统的社会规范营销活动(SNMC),旨在加强精准的风险降低 通过海报发布的校园饮酒规范,尽管困难重重,但20多年来一直是大学的一项主要内容 在评估运动暴露,以及与重量级人群的心理反应相关的回旋镖效应 酒鬼。此外,暴露在Instagram和Snapchat上的酒精内容被证明会损害 传统的规范性再教育方案。最近的努力成功地利用了新兴的 游戏文学,以增强学生的动机和注意力,减少抵抗力,从而增加 一次性个性化规范反馈的有效性和现实效用。这项提议充分利用了 在我们之前的项目中确定了游戏机制,以创新地使SNMC现代化,这些SNMC是通用的 (整个校园),通常与心理教育和PNF干预一起使用。此外,我们计划 利用Instagram和Snapchat上的帖子来调整传递方式,以专门打击社交媒体 (SM)基于酒精的影响。这种创新地使用SM帖子来交付SNMC游戏还有一个额外的好处 与学生见面(在Instagram和Snapchat上),而且比面对面更耗费资源, 在线、基于APP的规范干预策略。此外,该项目将利用定向广告,这 是付费版本的帖子,以创新地解决与传统SNMC相关的几个限制, 例如,无法进行随机对照试验来评估校园内这些活动的有效性 依靠自我报告来评估活动的曝光率。拟议项目分为两个阶段:(1) 开发游戏化的SNMC,2个大学真理和1个谎言(2T1L)(第一阶段),以及(2)混合可行性和 疗效试点随机对照试验(第二阶段)。2T1L要求参与者从三个列表中识别一个不正确的标准 关于一年级学生的“事实”;游戏随后纠正了被误解的规范,并加强了纠正 使用图形。每一轮都将包括降低风险的酒精规范,无论是真相还是谎言。还包括2T1L 点数和排行榜等功能可提高兴趣、参与度和可信度,尤其是在 酗酒者倾向于对规范的再教育做出反应。参与式研究方法也将是 受雇制作2T1L,以最大限度地吸引一年级学生并与之相关。在第一年,我们会进行一项 规范文档调查(N=400),以确定游戏规范(目标1a),并重点小组(N=50) 确定一年级学生喜欢的游戏美学(目标1b)。在第二年年初,我们将进行一项 第二组焦点小组(N=50),以测试2T1L游戏并接收反馈以改善用户体验 发射前2T1L(目标1c)。阶段1将最终形成待评估的2T1L SNMC的最终版本 在第二阶段通过混合可行性和有效性试验性随机对照试验(N=414)。2T1L的短期和长期效果 SNMC将对电抗、规范和饮酒结果进行检查,结果将被用来向 需要在大型多站点随机对照试验中对该计划进行进一步调查。
英文摘要
Project Summary Traditional social norms marketing campaigns (SNMCs), which seek to reinforce risk-reducing accurate campus drinking norms via posters, have been a staple at universities for over two decades despite difficulties in assessing campaign exposure, and boomerang effects associated with psychological reactance among heavy drinkers. Further, exposure to alcohol content on Instagram and Snapchat has been shown to undermine traditional normative re-education programs. Recent efforts have successfully drawn on the emerging gamification literature to bolster student motivation and attention, decrease reactance, and thereby increase the efficacy and real-world utility of one-dose personalized normative feedback (PNF). This proposal leverages game mechanics identified in our previous projects to innovatively modernize SNMCs, which are universal (campus-wide) and typically employed alongside psycho-educational and PNF interventions. Further, we plan to utilize posts on Instagram and Snapchat to adapt the mode of delivery to specifically combat social media (SM)-based alcohol influence. This innovative use of SM posts to deliver a SNMC game has the added benefit of meeting students where they are (on Instagram and Snapchat) and is less resource-intensive than in-person, online, and app-based norms intervention strategies. Additionally, this project will utilize targeted ads, which are paid versions of posts, to innovatively addresses several limitations associated with traditional SNMCs, such as an inability to conduct RCTs to evaluate the effectiveness of these campaigns within a campus and a reliance on self-report to assess exposure to the campaign. The proposed project has two phases: (1) development of the gamified SNMC, 2 College Truths & 1 Lie (2T1L) (Phase 1), and (2) a hybrid feasibility and efficacy pilot RCT (Phase 2). 2T1L involves participants identifying an incorrect norm from a list of three “facts” about first-year students; the game then corrects the misperceived norm and reinforces the correction with graphics. Each round will include risk-reducing alcohol norms, either as truths or lies. 2T1L also included features like points and leaderboards that increase interest, engagement, and believability, especially among heavy drinkers who tend to be reactive to norms re-education. Participatory research methods will also be employed to produce 2T1L to maximize appeal and relevance to first-year students. In Year 1, we will conduct a norms documentation survey (N=400) to determine game norms (Aim 1a), and focus groups (N=50) to identify game aesthetics preferred by first-year students (Aim 1b). In the beginning of year 2, we will conduct a second set of focus groups (N=50) to test the 2T1L game and receive feedback to improve user experience of 2T1L prior to launch (Aim 1c). Phase 1 will culminate in a finalized version of the 2T1L SNMC to be evaluated by a hybrid feasibility and efficacy pilot RCT (N=414) in Phase 2. Short- and long-term effects of the 2T1L SNMC on reactance, norms, and drinking outcomes will be examined and findings will be used to inform the need for further investigation of this program in a large multi-site RCT.
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Revolutionizing Normative Re-education: Delivering Enhanced PNF within a Social Media Inspired Game About College Life
  • 批准号:
    9765855
  • 项目类别:
  • 资助金额:
    $49.54万
  • 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:
    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