Co-creating a gamified tool for cannabis and tobacco use monitoring: Participant-driven development

IF 3.6 2区 医学 Q1 PSYCHIATRY
Cristina Martínez , Judith Saura , Marta Enríquez , Ariadna Feliu , Marcela Fu , Montse Ballbè , Xavier Roca , Magalí Andreu , Margarida Pla , Elena Maestre-González , Sílvia Mondon , Pablo Barrio , Antònia Raich , Victoria Porthé , Oscar Garcia-Pañella , Joan Colom , Lidia Segura , Esteve Fernández , Nathalia Rosa
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引用次数: 0

Abstract

Introduction

The growing use of cannabis, often alongside tobacco, presents challenges for substance use treatment programs (SUTPs), as it intensifies withdrawal symptoms. To address dual dependencies and improve engagement, we developed a gamified web app for individuals in SUTP who use cannabis to monitor their use. This paper describes the tool’s co-creation process and and, findings that guided alignment with target needs.

Methods

Seventeen adults with current or past cannabis use were recruited from SUTPs in Catalonia (2021–2023). Using a qualitative, participatory design, the study involved reflexive thematic analysis and co-creation with researchers, clinicians, and gamification experts. Development followed four phases: (1) Discovering, expectations and motivations through interviews; (2) Deepening in Co-design, exploring needs and profiles; (3) Narrative Development, basing stories on real experiences; and (4) Technical Development, adapting features to goals.

Results

In Phase 1, two archetypes were identified: “socializers” and “explorers”, along with core values, such as acceptance, social connection, and life control. Phase 2 revealed expectations for content on autonomy, stigma reduction, empathy, self-confidence, tranquility, and curiosity as key motivators. Phase 3 created three stories. Phase 4 produced a customized tracking app, integrating questionnaires.

Conclusion

This study highlights the value of co-creation in designing interventions for SUTPs and demonstrates usefulness of participatory approaches to create mHealth tools. These approaches informed the app’s design to align with individuals' motivations and preferences, grounded in lived experiences. The resulting web app provides personalized support for substance use treatment. Future research should explore clinical and behavioral impacts.
共同创建大麻和烟草使用监测的游戏化工具:参与者驱动的发展
大麻的使用日益增加,通常与烟草一起使用,对物质使用治疗方案(sutp)提出了挑战,因为它加剧了戒断症状。为了解决双重依赖并提高参与度,我们为SUTP中使用大麻的个人开发了一个游戏化的网络应用程序,以监控他们的使用情况。本文描述了该工具的共同创建过程,以及指导与目标需求对齐的发现。方法:从加泰罗尼亚SUTPs招募17名目前或过去使用大麻的成年人(2021-2023)。本研究采用定性、参与式设计,涉及反思性主题分析,并与研究人员、临床医生和游戏化专家共同创造。发展经历了四个阶段:(1)通过访谈发现、期望和动机;(2)深化协同设计,挖掘需求和概况;(3)叙事发展,以真实经历为故事基础;(4)技术开发,使功能适应目标。结果在第一阶段,我们确定了两种原型:“社交者”和“探索者”,以及核心价值观,如接受、社会联系和生活控制。阶段2显示了对自主性、减少耻辱、同理心、自信、宁静和好奇心等内容的期望,这些是主要的激励因素。阶段3创建了三个故事。第四阶段制作了一个定制的跟踪应用程序,整合了问卷调查。本研究强调了共同创造在设计sutp干预措施中的价值,并展示了参与式方法在创建移动健康工具方面的有用性。这些方法使应用程序的设计与个人的动机和偏好保持一致,并以生活经验为基础。由此产生的网络应用程序为药物使用治疗提供个性化支持。未来的研究应探索临床和行为影响。
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来源期刊
Drug and alcohol dependence
Drug and alcohol dependence 医学-精神病学
CiteScore
7.40
自引率
7.10%
发文量
409
审稿时长
41 days
期刊介绍: Drug and Alcohol Dependence is an international journal devoted to publishing original research, scholarly reviews, commentaries, and policy analyses in the area of drug, alcohol and tobacco use and dependence. Articles range from studies of the chemistry of substances of abuse, their actions at molecular and cellular sites, in vitro and in vivo investigations of their biochemical, pharmacological and behavioural actions, laboratory-based and clinical research in humans, substance abuse treatment and prevention research, and studies employing methods from epidemiology, sociology, and economics.
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