Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-11-05 DOI:10.2196/63296
Georges Khalil, Erica Ramirez, Meerah Khan, Bairu Zhao, Nuno Ribeiro, Patrick Balian
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引用次数: 0

Abstract

Background: Adolescence is a critical developmental stage that is particularly vulnerable to the initiation of tobacco use. Despite the well-documented health risks associated with tobacco use, it remains prevalent among adolescents. Games for health are a promising strategy for tobacco prevention, using experiential and social learning theories to enhance engagement and improve behavior change.

Objective: This pilot study aims to (1) compare the social game-based program Storm-Heroes to a nonsocial program regarding adolescents' personal and social experiences and (2) examine how these experiences predict higher tobacco knowledge and perceived risks of vaping and conventional tobacco use.

Methods: In a cluster-randomized comparative design, 4 after-school sites (N=79 adolescents) were recruited in person and randomized in a single-blinded format to 1 of 2 interventions: the social game Storm-Heroes (44/79, 56%) or the nonsocial program A Smoking Prevention Interactive Experience (ASPIRE; 35/79, 44%). A study team member supervised both interventions. Data were collected at baseline, immediate follow-up, and a 1.5-month follow-up (45/74, 61% retained). Repeated measures mixed effects models were conducted.

Results: A total of 45 participants continued until the 1.5-month follow-up. Participants in the Strom-Heroes group were more likely to increase their perceived risk of vaping (B=0.40; P<.001), perceived risk of conventional tobacco use (B=0.35; P=.046), and tobacco knowledge (B=1.63; P<.001) than those in the control condition. The usability level of the program was related to a higher perceived risk of vaping (B=0.16; P=.003) and conventional tobacco use (B=0.16; P=.02) by follow-up. Attention to the program was also related to higher perceived risk of vaping (B=0.12; P=.002) and conventional tobacco use (B=0.14; P<.001). Distraction was not related to either perceived risk of vaping (P=.15) or perceived risk of conventional tobacco use (P=.71). In contrast, both more attention (B=0.60; P<.001) and less distraction (B=-0.37; P<.001) were related to higher tobacco knowledge.

Conclusions: The increased perceived risk of vaping and conventional tobacco among Storm-Heroes participants aligns with the program's goals of improving participants' awareness of the risks associated with tobacco use and their tobacco knowledge. However, distraction weakened the effect of the program on tobacco knowledge, indicating that emphasis needs to be placed on minimizing distraction for better outcomes. With the results of this study, researchers can work to advance the current version of Storm-Heroes and amplify engagement in the program to improve its potential for preventing adolescents' initiation of tobacco use.

Trial registration: ClinicalTrials.gov NCT02703597; https://clinicaltrials.gov/study/NCT02703597.

基于社交游戏的青少年烟草预防计划的风险认知和知识:试点随机比较试验。
背景:青少年时期是一个关键的成长阶段,特别容易开始吸烟。尽管烟草使用对健康的危害已得到充分证实,但烟草使用在青少年中仍很普遍。健康游戏是一种很有前景的烟草预防策略,它利用体验和社会学习理论来提高参与度并改善行为改变:本试验性研究旨在:(1)比较基于社交游戏的 "风暴英雄 "项目与非社交项目在青少年个人和社会经验方面的差异;(2)研究这些经验如何预测更高的烟草知识以及对吸烟和传统烟草使用风险的感知:在分组随机比较设计中,4个课外活动场所(79名青少年)被招募到,并以单盲形式随机分配到两种干预措施中的一种:社交游戏《风暴英雄》(44/79,56%)或非社交项目《预防吸烟互动体验》(ASPIRE;35/79,44%)。研究小组的一名成员负责监督这两项干预活动。在基线、即时随访和 1.5 个月的随访(45/74,保留率 61%)中收集了数据。研究采用了重复测量混合效应模型:共有 45 名参与者继续参加了为期 1.5 个月的随访。Strom-Heroes组的参与者更有可能提高他们对吸烟的认知风险(B=0.40;PC结论:风暴英雄 "计划的目标是提高参与者对烟草使用相关风险的认识和烟草知识,而 "风暴英雄 "计划参与者对吸烟和传统烟草风险的感知有所提高,这与该计划的目标是一致的。然而,注意力分散削弱了该计划对烟草知识的影响,这表明需要强调尽量减少注意力分散,以取得更好的效果。根据这项研究的结果,研究人员可以努力改进当前版本的 "风暴英雄",并扩大该计划的参与度,以提高其在预防青少年开始使用烟草方面的潜力:ClinicalTrials.gov NCT02703597; https://clinicaltrials.gov/study/NCT02703597.
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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