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

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-09-12 DOI:10.2196/49382
Olufunmilola Abraham, Grace Ann Nixon, Laura Louise Seitz
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引用次数: 0

Abstract

Background: 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.

Objective: This study aimed to elucidate parent's perceptions of MedSMARxT: Adventures in PharmaCity and its potential use by parents and their adolescents.

Methods: 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.

Results: 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.

Conclusions: 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.

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父母对处方阿片类药物安全教育家庭的严肃游戏的看法:MedSMARxT的定性试点研究:制药城的冒险。
背景:阿片类药物滥用是一个普遍的、日益恶化的问题,影响着美国各地人民的健康,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:制药城历险记》是一款严肃的教育视频游戏,向家长和他们的年轻人传授安全的阿片类药物实践。目的:本研究旨在阐明父母对MedSMARxT:制药城冒险的看法及其对父母及其青少年的潜在使用。方法:2021年4月至10月,通过Qualtrics研究小组、社交媒体、电子邮件列表服务和雪球抽样,招募了居住在美国的12至18岁青少年的父母。研究参与者玩了30分钟的MedSMARxT:PharmaCity冒险游戏,然后通过WebEx(Cisco)参加了30分钟赛后采访。制定并试行了一些问题,以检验成年人对游戏的看法。参与者被问了三组开放式问题:(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,(3)关于他们的游戏体验的问题。录音被逐字转录。研究小组成员使用内容和主题分析对访谈记录进行编码,以从数据中识别主要主题和子主题。结果:家长参与者(N=67)玩了MedSMARxT:制药城冒险游戏,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%)至少有一些电子游戏的经验。超过一半的参与者(n=35,52%)对《MedSMARxT:制药城历险记》中描绘的游戏角色和场景有积极反应,并表示这些角色和场景对青少年来说是现实的。大多数参与者(n=39,58%)会向其他人推荐游戏。据38名(57%)参与者报告,游戏导航存在重大困难,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%)报告称,他们对将阿片类药物储存在上锁区域的必要性以及药店药品处理箱的可用性有了新的认识。参与者表示,他们将推荐该游戏供家庭和青少年在各种医疗保健和非医疗保健环境中使用。结论:使用量身定制的严肃游戏是一种新颖、引人入胜的工具,可以教育青少年阿片类药物的安全性。MedSMARxT:《制药城历险记》可以作为父母和青少年的一种工具,促进关于安全和适当使用阿片类药物的有意义的对话。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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