A randomized controlled trial testing the efficacy of the eCHECKUP TO GO on drinking games participation and behavior among high school seniors

IF 3.7 2区 医学 Q1 PSYCHOLOGY, CLINICAL
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Abstract

Background

Among high school students, seniors report the highest levels of hazardous drinking behavior, including playing drinking games. Technology-based interventions are a promising approach for reducing hazardous drinking behavior among this age group. Objectives: This randomized controlled trial investigated the efficacy of the eCHECKUP TO GO, an online personalized feedback intervention, on reducing the frequency of playing drinking games, the number of drinks consumed while playing drinking games, and the number of drinks consumed on occasions when drinking games were played among high school seniors (ClinicalTrials.gov Identifier NCT03613818). Method: Participants were recruited from two high schools. Class periods were randomized to the intervention condition or an assessment-only control condition. Participants completed online surveys at baseline, 30-day, and 6-month assessments. The subsample in this study (N = 109) consisted of high-risk drinkers (i.e., students reporting binge drinking in the past two weeks at baseline). Results: We did not find any significant differences in frequency of playing drinking games between the intervention and control conditions. For number of drinks consumed, students in the intervention condition reported a significant reduction in the number of drinks consumed while playing drinking games (p < 0.01) and total number of drinks consumed on drinking game occasions (p < 0.04) at the 30-day follow-up relative to students in the control condition. Reductions within the intervention group were sustained at the 6-month follow-up. Conclusions: Results support the efficacy of the eCHECKUP TO GO for decreasing hazardous alcohol use among high school seniors.
一项随机对照试验,测试 eCHECKUP TO GO 对高中生参与饮酒游戏和饮酒行为的影响。
背景:在高中生中,高三学生报告的危险饮酒行为水平最高,包括玩饮酒游戏。基于技术的干预措施是减少该年龄段学生危险饮酒行为的有效方法:本随机对照试验调查了 eCHECKUP TO GO(一种在线个性化反馈干预措施)对减少高三学生玩饮酒游戏的频率、玩饮酒游戏时的饮酒量以及玩饮酒游戏时的饮酒量的效果(ClinicalTrials.gov Identifier NCT03613818):方法:从两所高中招募参与者。每节课随机分配干预条件或仅评估的对照条件。参与者在基线、30 天和 6 个月评估时完成在线调查。本研究的子样本(N = 109)由高危饮酒者组成(即在基线时报告在过去两周内大量饮酒的学生):我们没有发现干预组和对照组在玩饮酒游戏的频率上有任何明显差异。就饮酒数量而言,干预条件下的学生在玩饮酒游戏时的饮酒数量明显减少(p 结论:干预条件下的学生在玩饮酒游戏时的饮酒数量明显减少:研究结果支持 eCHECKUP TO GO 在减少高三学生危险饮酒方面的功效。
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来源期刊
Addictive behaviors
Addictive behaviors 医学-药物滥用
CiteScore
8.40
自引率
4.50%
发文量
283
审稿时长
46 days
期刊介绍: Addictive Behaviors is an international peer-reviewed journal publishing high quality human research on addictive behaviors and disorders since 1975. The journal accepts submissions of full-length papers and short communications on substance-related addictions such as the abuse of alcohol, drugs and nicotine, and behavioral addictions involving gambling and technology. We primarily publish behavioral and psychosocial research but our articles span the fields of psychology, sociology, psychiatry, epidemiology, social policy, medicine, pharmacology and neuroscience. While theoretical orientations are diverse, the emphasis of the journal is primarily empirical. That is, sound experimental design combined with valid, reliable assessment and evaluation procedures are a requisite for acceptance. However, innovative and empirically oriented case studies that might encourage new lines of inquiry are accepted as well. Studies that clearly contribute to current knowledge of etiology, prevention, social policy or treatment are given priority. Scholarly commentaries on topical issues, systematic reviews, and mini reviews are encouraged. We especially welcome multimedia papers that incorporate video or audio components to better display methodology or findings. Studies can also be submitted to Addictive Behaviors? companion title, the open access journal Addictive Behaviors Reports, which has a particular interest in ''non-traditional'', innovative and empirically-oriented research such as negative/null data papers, replication studies, case reports on novel treatments, and cross-cultural research.
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