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青少年预防香烟和大麻的视频游戏原型的初步调查。

Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

机构信息

a Department of Kinesiology and Physical Education , McGill University , Montreal , Quebec , Canada.

b Yale Center for Health & Learning Games and play2PREVENT Lab, Yale University School of Medicine , New Haven , Connecticut , USA.

出版信息

Subst Abus. 2018;39(3):275-279. doi: 10.1080/08897077.2018.1437862. Epub 2018 Mar 13.

DOI:10.1080/08897077.2018.1437862
PMID:29425481
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6085155/
Abstract

BACKGROUND

Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowledge and behavioral skills associated with primary prevention of cigarette and marijuana use. The authors also explored participants' gameplay experience.

METHODS

This study employed a 1-group pretest-posttest design with 25 adolescent boys and girls aged 11 to 14 years (M = 11.56, SD = 0.77) who had never tried cigarettes or marijuana. Participants played four 1-hour gameplay sessions over a 2-week period. Assessments of knowledge, self-efficacy, attitudes, perceived norms, and intentions related to cigarette and marijuana prevention were collected at baseline and 2-week and 12-week follow-ups. Ratings of gameplay experience were collected after the 2 weeks of gameplay. One-way repeated-measures analyses of variance (ANOVAs) were conducted.

RESULTS

Findings are (1) improvements in knowledge for both cigarette (Wilks' λ = 0.62, F(2, 23) = 7.21, P = .004) and marijuana (Wilks' λ = 0.67, F(2, 23) = 5.75, P = .009) use from pre- to post-gameplay that were characterized by large effects; and (2) nonsignificant trends in the expected direction emerged for changes in self-efficacy and perceived norms related to both cigarettes and marijuana that were characterized by medium-large effects. Overall, the players provided positive reports of their experience with the smokeSCREEN videogame prototype.

CONCLUSIONS

These findings provide preliminary evidence that a videogame has the potential to influence key cognitive and motivational variables and can be an engaging means to deliver a cigarette and marijuana prevention intervention.

摘要

背景

视频游戏越来越受欢迎,可用于提供健康干预措施;然而,它们在预防香烟和大麻使用方面的作用尚未得到评估。本研究的目的是初步测试角色扮演视频游戏原型 smokeSCREEN 的功效,该游戏旨在开发与预防香烟和大麻使用相关的知识和行为技能。作者还探讨了参与者的游戏体验。

方法

本研究采用 1 组预测试 - 后测试设计,参与者为从未尝试过香烟或大麻的 11 至 14 岁青少年男孩和女孩(M = 11.56,SD = 0.77),共 25 人。参与者在两周内进行了四次 1 小时的游戏。在基线和两周及 12 周随访时,评估与预防香烟和大麻相关的知识、自我效能感、态度、感知规范和意图。在 2 周的游戏后收集游戏体验的评分。采用单向重复测量方差分析(ANOVA)进行分析。

结果

研究结果为:(1)游戏前后的香烟使用知识有显著提高(Wilks' λ = 0.62,F(2, 23) = 7.21,P =.004),大麻使用知识也有显著提高(Wilks' λ = 0.67,F(2, 23) = 5.75,P =.009),且效应值较大;(2)自我效能感和与香烟和大麻相关的感知规范呈正向变化,但无统计学意义,效应值较大。总体而言,玩家对 smokeSCREEN 视频游戏原型的体验评价积极。

结论

这些发现初步表明,视频游戏有可能影响关键的认知和动机变量,并且可以成为一种引人入胜的方式来提供香烟和大麻预防干预措施。