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内容分析法在反烟草电子游戏中的应用:特征、内容和质量。

Content Analysis of Anti-Tobacco Videogames: Characteristics, Content, and Qualities.

机构信息

1 Florida Department of Health , Tallahassee, Florida.

2 University of Pennsylvania , Philadelphia, Pennsylvania.

出版信息

Games Health J. 2016 Jun;5(3):216-23. doi: 10.1089/g4h.2015.0096. Epub 2016 Apr 20.

DOI:10.1089/g4h.2015.0096
PMID:27096576
Abstract

OBJECTIVE

Although the prevalence of adolescent smoking has declined over the past two decades, the rate of decline has slowed. Electronic videogames show promise as an effective tool for health behavior change; however, the current state of tobacco prevention and cessation games has not been previously reviewed or evaluated.

METHODS AND MATERIALS

Currently available tobacco-related videogames were identified through online searches and in smartphone application stores. In total, 88 games were systematically coded for characteristics, content, and quality using a reliable and valid coding instrument developed for this research.

RESULTS

The majority of games included at least two components of interactivity (75.0 percent) and at least one mechanism for rewarding (69.3 percent). However, most games lacked a story line (97.7 percent) and components for sense of control (25.0 percent). There were an average of 3.54 (standard deviation = 2.20) theoretical constructs in the games, with attitudes (83.0 percent), knowledge (78.4 percent), and perceived severity (55.7 percent) being the most common. The most common educational approach used was the affective education model (83.0 percent). Most games included at least one tobacco message (90.9 percent), with a majority of messages being loss-framed (63.6 percent) and/or one-sided (75.0 percent).

CONCLUSIONS

Although today's anti-tobacco videogames contain many effective features, numerous qualities and best practices for changing behaviors through games are not present. Future games should seek to address these best practices in their development and evaluation to increase the likelihood they will be effective.

摘要

目的

尽管过去二十年来青少年吸烟的流行率有所下降,但下降速度已经放缓。电子视频游戏有望成为改变健康行为的有效工具;然而,目前还没有对烟草预防和戒烟游戏进行过审查或评估。

方法和材料

通过在线搜索和智能手机应用商店,确定了目前现有的与烟草相关的视频游戏。总共对 88 款游戏进行了系统编码,以评估其特点、内容和质量,使用了为这项研究开发的可靠和有效的编码工具。

结果

大多数游戏至少包含两种互动性组成部分(75.0%)和至少一种奖励机制(69.3%)。然而,大多数游戏缺乏故事情节(97.7%)和控制感组成部分(25.0%)。游戏中平均有 3.54 个(标准差=2.20)理论结构,其中态度(83.0%)、知识(78.4%)和感知严重性(55.7%)最为常见。最常用的教育方法是情感教育模式(83.0%)。大多数游戏都包含至少一条烟草信息(90.9%),其中大多数信息是损失框架(63.6%)和/或片面的(75.0%)。

结论

尽管今天的反烟草视频游戏包含许多有效的功能,但许多行为改变的最佳实践和游戏质量并未得到体现。未来的游戏在开发和评估中应努力解决这些最佳实践,以提高其有效性的可能性。

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