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