When less is more: Short-Term efficacy of a gamified personalized normative feedback intervention for college students.

Joseph W LaBrie, Sarah C Boyle, Bradley M Trager, Nicole A Hall, Layla M Rainosek, Oliver J Hatch, Reed M Morgan, Michael J West, Mary M Tomkins, Clayton Neighbors
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Abstract

Despite various intervention efforts, college drinking remains a concern, and while personalized normative feedback (PNF) has proven effective, attempts to deliver it in a way that minimizes reactance and maximizes student engagement have been slow to emerge. This study examined the short-term effects of CampusGandr, a mobile gamified PNF intervention for college students. The game took place over 16 weeks (1 round per week) during the fall semester and included weekly PNF on various topics related to college life, including alcohol. Participants (N = 1,143) were recruited from universities in Texas and California and randomized into one of three conditions: no alcohol feedback (NAF), less alcohol feedback (LAF; delivered in 3 rounds), and more alcohol feedback (MAF; delivered in 6 rounds). Number of alcohol and non-alcohol feedback participants viewed was objectively tracked in CampusGandr. Relative to NAF, there were no significant effects for LAF or MAF on descriptive drinking norms or on drinking (any drinks consumed and typical number of drinks per week consumed) one-month post-intervention. However, a significant quadratic effect emerged between the number of alcohol feedbacks viewed and having consumed any drinks, indicating decreased odds of having consumed any alcohol at the follow-up with up to three alcohol feedbacks. Number of alcohol feedbacks viewed was also related to decreases in norms. Thus, despite a lack of evidence for differences in drinking between conditions, findings suggest future research is needed to explore the optimal dosage and timing of alcohol feedback within gamified interventions like CampusGandr.

少即是多:大学生游戏化个性化规范反馈干预的短期效果。
尽管采取了各种干预措施,但大学生酗酒问题仍然令人担忧。虽然个性化规范反馈(PNF)已被证明是有效的,但以最小化反应和最大化学生参与的方式提供这种反馈的尝试却迟迟没有出现。本研究考察了针对大学生的移动游戏化 PNF 干预措施 CampusGandr 的短期效果。该游戏在秋季学期进行了 16 周(每周一轮),包括每周一次的 PNF,涉及与大学生活有关的各种主题,包括酒精。参与者(N = 1,143 人)来自德克萨斯州和加利福尼亚州的大学,他们被随机分为三种情况:无酒精反馈(NAF)、少酒精反馈(LAF;分 3 轮进行)和多酒精反馈(MAF;分 6 轮进行)。CampusGandr 对参与者查看的酒精和非酒精反馈的数量进行了客观跟踪。与 NAF 相比,LAF 或 MAF 对干预后一个月的描述性饮酒规范或饮酒量(任何饮酒量和每周典型饮酒量)没有显著影响。然而,查看酒精反馈的次数与是否饮酒之间出现了明显的二次方效应,这表明在干预后的随访中,如果酒精反馈次数达到三次,则饮酒的几率会降低。查看酒精反馈的次数也与规范的降低有关。因此,尽管没有证据表明不同条件下的饮酒量存在差异,但研究结果表明,未来的研究需要探索在像 CampusGandr 这样的游戏化干预中酒精反馈的最佳剂量和时机。
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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