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一款交互式药物预防手机应用程序(《曾经年少轻狂》)的潜力:学生问卷调查研究

Potential of an Interactive Drug Prevention Mobile Phone App (Once Upon a High): Questionnaire Study Among Students.

作者信息

Kapitány-Fövény Máté, Vagdalt Eszter, Ruttkay Zsófia, Urbán Róbert, Richman Mara J, Demetrovics Zsolt

机构信息

Department of Addiction, Semmelweis University Faculty of Health Sciences, Budapest, Hungary.

Drug Outpatient Centre, Nyírő Gyula National Institute of Psychiatry and Addictions, Budapest, Hungary.

出版信息

JMIR Serious Games. 2018 Dec 4;6(4):e19. doi: 10.2196/games.9944.

Abstract

BACKGROUND

In recent years, drug prevention networks and drug education programs have started using Web-based or mobile phone apps as novel prevention tools, testing their efficacy compared with face-to-face prevention.

OBJECTIVE

The aim of this study was to assess the potential of an interactive app called Once Upon a High (VoltEgySzer).

METHODS

The app approaches drug prevention from 6 different aspects, and it addresses youngsters with 6 different modules: (1) interactive comics/cartoons, telling stories of recovery; (2) quiz game; (3) roleplay game; (4) introduction of psychoactive drugs; (5) information on the somatic and psychological effects of psychoactive substances; (6) list of available treatment units, rehabs, and self-support groups in Hungary. Students of 2 vocational schools and 2 high schools filled out a questionnaire at a baseline (T0) and a 2-month follow-up (T1) data collection session. Students of 1 vocational school and 1 high school downloaded the Once Upon a High app (app group), whereas students from the other vocational school and high school did not (nonapp group). The time points of T0 and T1 questionnaires contained demographic variables, items with regard to substance use characteristics for both legal and illegal substances, including novel psychoactive substance, exercise habits, knowledge about psychoactive substances, attitudes toward substance users and validated instruments measuring the severity of tobacco (Fagerström Test for Nicotine Dependence), alcohol (Alcohol Use Disorder Identification Test), cannabis (Cannabis Abuse Screening Test), and synthetic cannabinoid consumption. Beliefs about substance use (Beliefs About Substance Abuse) and perceived self-efficacy (General Perceived Self-Efficacy) were also measured. At T1, members of the app group provided additional evaluation of the app.

RESULTS

There were 386 students who participated in the T0 session. After dropout, 246 students took part in T1 data collection procedure. Alcohol was the most frequently consumed psychoactive substance (334/364, 91.8% lifetime use), followed by tobacco (252/386, 65.3%, lifetime use) and cannabis (43/323, 13.3% lifetime use). Decreased self-efficacy (beta=-.29, P=.04) and increased daily physical exercise frequencies (beta=.04, P<.001) predicted higher frequencies of past month energy drink consumption, whereas elevated past month alcohol consumption was mainly predicted by a decrease in negative attitudes toward substance users (beta=-.13, P=.04) in the regression models. Once Upon a High was found to be effective only in reducing energy drink consumption (beta=-1.13, P=.04) after controlling for design effect, whereas perceived utility of the app showed correlation with a decreasing alcohol use (r=.32, P=.03). The roleplay module of the app was found to be the most preferred aspect of the app by the respondents.

CONCLUSIONS

The Once Upon a High app can be a useful tool to assist preventive intervention programs by increasing knowledge and self-efficacy; however, its efficacy in reducing or preventing substance use needs to be improved and further studied. Additional potential impacts of the app need further testing.

摘要

背景

近年来,药物预防网络和药物教育项目已开始使用基于网络的应用程序或手机应用作为新型预防工具,并将其与面对面预防的效果进行比较。

目的

本研究旨在评估一款名为《曾经的高潮》(VoltEgySzer)的交互式应用程序的潜力。

方法

该应用程序从6个不同方面开展药物预防工作,并通过6个不同模块面向青少年:(1)交互式漫画/卡通,讲述康复故事;(2)问答游戏;(3)角色扮演游戏;(4)介绍精神活性药物;(5)关于精神活性物质对身体和心理影响的信息;(6)匈牙利可用治疗机构、康复中心和自助团体的列表。2所职业学校和2所高中的学生在基线(T0)和2个月随访(T1)数据收集阶段填写了问卷。1所职业学校和1所高中的学生下载了《曾经的高潮》应用程序(应用程序组),而另一所职业学校和高中的学生未下载(非应用程序组)。T0和T1问卷的时间点包含人口统计学变量、关于合法和非法物质(包括新型精神活性物质)使用特征的项目、运动习惯、对精神活性物质的了解、对物质使用者的态度以及测量烟草(尼古丁依赖的法格斯特龙测试)、酒精(酒精使用障碍识别测试)、大麻(大麻滥用筛查测试)和合成大麻素消费严重程度的有效工具。还测量了关于物质使用的信念(关于物质滥用的信念)和感知自我效能(一般感知自我效能)。在T1时,应用程序组的成员对该应用程序进行了额外评估。

结果

有386名学生参加了T0阶段。失访后,246名学生参与了T1数据收集程序。酒精是最常使用的精神活性物质(334/364,终生使用率91.8%),其次是烟草(252/386,终生使用率65.3%)和大麻(43/323,终生使用率13.3%)。自我效能降低(β=-0.29,P=0.04)和每日体育锻炼频率增加(β=0.04,P<0.001)预示着过去一个月能量饮料消费频率更高,而过去一个月酒精消费增加主要由对物质使用者负面态度的降低所预示(β=-0.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7af7/6299233/88d1406c1522/games_v6i4e19_fig1.jpg

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