A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-11-03 DOI:10.2196/46912
Kammarauche Aneni, Claudia-Santi F Fernandes, Lily A Hoerner, Claire Szapary, Tyra M Pendergrass Boomer, Lynn E Fiellin
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引用次数: 0

Abstract

Background: Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable substance misuse preventive interventions that also address mental health risks. Serious video games offer an engaging, widely scalable method for delivering and implementing preventive interventions. However, there are no video game interventions that focus on preventing opioid misuse among older adolescents, and there are limited existing video game interventions that address mental health.

Objective: This study aims to develop and conduct a formative evaluation of a video game intervention to prevent opioid misuse and promote mental health among adolescents aged 16-19 years (PlaySmart). We conducted formative work in preparation for a subsequent randomized controlled trial.

Methods: We conducted development and formative evaluation of PlaySmart in 3 phases (development, playtesting, and preimplementation) through individual interviews and focus groups with multiple stakeholders (adolescents: n=103; school-based health care providers: n=51; and addiction treatment providers: n=6). PlaySmart content development was informed by the health belief model, the theory of planned behavior, and social cognitive theory. User-centered design principles informed the approach to development and play testing. The Exploration, Preparation, Implementation, and Sustainability framework informed preimplementation activities. Thematic analysis was used to identify themes from interviews and focus groups that informed PlaySmart game content and approaches to future implementation of PlaySmart.

Results: We developed a novel video game PlaySmart for older adolescents that addresses the risk and protective factors for opioid misuse and mental health. Nine themes emerged from the focus groups that provided information regarding game content. Playtesting revealed areas of the game that required improvement, which were modified for the final game. Preimplementation focus groups identified potential barriers and facilitators for implementing PlaySmart in school settings.

Conclusions: PlaySmart offers a promising digital intervention to address the current opioid and mental health crises among adolescents in a scalable manner.

预防老年青少年阿片类药物滥用的电子游戏干预:开发和实施前研究。
背景:阿片类药物滥用和精神障碍是高度共病的情况。美国青少年中持续存在的药物滥用和心理健康危机凸显了广泛推广的药物滥用预防干预措施的重要性,这些干预措施也解决了心理健康风险。严肃的电子游戏为提供和实施预防性干预措施提供了一种引人入胜、可广泛扩展的方法。然而,目前还没有专门针对预防老年青少年滥用阿片类药物的电子游戏干预措施,现有的针对心理健康的电子游戏介入措施也有限。目的:本研究旨在对视频游戏干预进行形成性评估,以防止16-19岁青少年滥用阿片类药物并促进心理健康(PlaySmart)。我们进行了形成性工作,为随后的随机对照试验做准备。方法:我们通过与多个利益相关者(青少年:n=103;学校医疗服务提供者:n=51;成瘾治疗提供者:n=6)的个人访谈和焦点小组,在3个阶段(开发、游戏测试和预实施)对PlaySmart进行了开发和形成性评估。PlaySmart的内容开发受到健康信念模型、计划行为理论和社会认知理论的影响。以用户为中心的设计原则为开发和游戏测试提供了依据。勘探、准备、实施和可持续性框架为实施前活动提供了信息。主题分析用于确定采访和焦点小组的主题,这些主题为PlaySmart游戏内容和未来实施PlaySmart的方法提供了信息。结果:我们为年龄较大的青少年开发了一款新的视频游戏PlaySmart,该游戏解决了阿片类药物滥用和心理健康的风险和保护因素。提供有关游戏内容信息的焦点小组提出了九个主题。游戏测试揭示了游戏中需要改进的地方,并为最终游戏进行了修改。实施前重点小组确定了在学校环境中实施PlaySmart的潜在障碍和促进因素。结论:PlaySmart提供了一种很有前景的数字干预,以可扩展的方式解决当前青少年中的阿片类药物和心理健康危机。
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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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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