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“Fume”移动健康游戏在支持青少年烟草相关健康素养方面的可行性:一项三臂整群随机设计。

Feasibility of mobile health game "Fume" in supporting tobacco-related health literacy among early adolescents: A three-armed cluster randomized design.

机构信息

Department of Nursing Science, University of Turku, Turku, FI-20014, Finland.

Department of Nursing Science, University of Turku, Turku, FI-20014, Finland.

出版信息

Int J Med Inform. 2018 May;113:26-37. doi: 10.1016/j.ijmedinf.2018.02.013. Epub 2018 Mar 15.

Abstract

OBJECTIVE

New interventions supporting health literacy and a tobacco-free lifestyle in adolescence are needed to narrow the widening gap in existing health inequalities. Health games offer potential and could be utilized for example in school healthcare, but more research is needed to increase the understanding of the effects of game elements in health interventions. The aim of this feasibility study is to determine the short-term effectiveness of the tobacco-related mobile health game Fume and a non-gamified website in comparison with a no-intervention control group, regarding tobacco-related health literacy among 10-13-year-old early adolescents. In addition, we compare the demand for and acceptability of Fume to that of the website.

METHODS

In total, 151 early adolescents participated in this single-blinded, three-armed cluster randomized trial. The participants from three municipalities in southwest Finland were randomly allocated between a group with access to the health game Fume (n = 61), a group with access to the website (n = 47), and a group with no intervention (n = 43). The intervention groups first participated in a 20-min training session with Fume/the website, and then had two weeks to use Fume/the website based on their own interest. Short-term effectiveness was measured by primary (anti-smoking self-efficacy) and secondary (smoking outcome expectations, attitudes towards tobacco use, tobacco-use motives, motivation to decline tobacco use in the future, and knowledge about tobacco) outcomes derived from the theory-based determinants of tobacco-related health literacy and evaluated with self-assessment questionnaires at baseline and post-intervention (after a two-week follow-up). For evaluating the demand, the actual use of Fume/the website was tracked during the two-week period. Regarding acceptability, the raised interest towards Fume/the website and opinions about the interventions were evaluated post-intervention. Differences were tested with the McNemar, Fisher exact, and non-parametric tests.

RESULTS

Statistically significant favorable changes during the study period were found for positive (P = 0.002) and negative (P = 0.02) smoking outcome expectations and attitudes towards cigarette smoking (P = 0.01) within the group using Fume. No statistically significant changes were detected within the website or control groups. Statistically significant differences were not found for the change in outcome variables among the three groups. The number of visits (P < 0.001), number of separate visit days (P < 0.001) and total duration of use (P < 0.001) were larger for the group using Fume than for that using the website. Fume sparked more interest in early adolescents than the website did (P <  0.001). There were no statistically significant differences in opinions about Fume and those regarding the website.

CONCLUSIONS

The intervention with embedded game elements, the health game Fume, was found to be more feasible as a tobacco-related health education intervention than the non-gamified website among early adolescents in light of demand and acceptability (raised interest). Even though no change in anti-smoking self-efficacy was found, the results of this feasibility study demonstrated favorable short-term changes with Fume in some other theory-based determinants of tobacco-related health literacy.

摘要

目的

需要新的干预措施来支持青少年的健康素养和无烟生活方式,以缩小现有健康不平等的差距。健康游戏具有潜力,可以例如在学校保健中使用,但需要更多的研究来提高对健康干预中游戏元素效果的理解。本可行性研究的目的是确定与没有干预的对照组相比,在 10-13 岁的早期青少年中,与烟草相关的移动健康游戏 Fume 和非游戏化网站在与烟草相关的健康素养方面的短期效果。此外,我们比较了 Fume 和网站的需求和可接受性。

方法

共有 151 名早期青少年参加了这项单盲、三臂随机对照试验。来自芬兰西南部三个城市的参与者被随机分配到三个组:一个可以访问健康游戏 Fume 的组(n=61),一个可以访问网站的组(n=47),和一个没有干预的组(n=43)。干预组首先参加了 20 分钟的 Fume/网站培训,然后根据自己的兴趣在两周内使用 Fume/网站。短期效果通过基于理论的与烟草相关的健康素养决定因素得出的主要(反吸烟自我效能)和次要(吸烟结果预期、对烟草使用的态度、烟草使用动机、未来拒绝吸烟的动机和烟草知识)结果来衡量,并在基线和干预后(两周随访后)使用自我评估问卷进行评估。为了评估需求,在两周期间跟踪了 Fume/网站的实际使用情况。关于可接受性,在干预后评估了对 Fume/网站的兴趣和对干预的意见。使用 McNemar、Fisher 精确和非参数检验测试差异。

结果

在使用 Fume 的组中,发现积极(P=0.002)和消极(P=0.02)吸烟结果预期以及对吸烟的态度(P=0.01)在研究期间有统计学意义的有利变化。在网站或对照组中没有发现统计学意义的变化。三组之间的变量变化没有统计学意义的差异。使用 Fume 的组的访问次数(P<0.001)、单独访问天数(P<0.001)和总使用时间(P<0.001)均大于使用网站的组。Fume 激发了早期青少年的兴趣,比网站更感兴趣(P<0.001)。对 Fume 和网站的意见没有统计学意义的差异。

结论

在需求和可接受性(兴趣提高)方面,嵌入游戏元素的干预措施,健康游戏 Fume,被发现比非游戏化的网站更适合作为早期青少年的烟草相关健康教育干预措施。尽管反吸烟自我效能没有变化,但这项可行性研究的结果表明,Fume 在一些其他基于理论的与烟草相关的健康素养决定因素方面有了有利的短期变化。

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