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Drug Overdose Deaths in the United States, 1999-2019.美国 1999-2019 年药物过量死亡人数。
NCHS Data Brief. 2020 Dec(394):1-8.
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Psychometric assessment of three newly developed implementation outcome measures.三种新开发的实施结果测量工具的心理计量学评估。
Implement Sci. 2017 Aug 29;12(1):108. doi: 10.1186/s13012-017-0635-3.
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Prescription opioid use disorder and heroin use among 12-34 year-olds in the United States from 2002 to 2014.2002年至2014年美国12至34岁人群中处方阿片类药物使用障碍及海洛因使用情况
Addict Behav. 2017 Feb;65:236-241. doi: 10.1016/j.addbeh.2016.08.033. Epub 2016 Aug 30.
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Association of Overall Opioid Prescriptions on Adolescent Opioid Abuse.青少年阿片类药物滥用与总体阿片类药物处方的关联。
J Emerg Med. 2016 Nov;51(5):485-490. doi: 10.1016/j.jemermed.2016.06.049. Epub 2016 Sep 3.
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Nonmedical use of prescription medications among adolescents in the United States: a systematic review.美国青少年中的处方药物非医疗使用:系统评价。
J Adolesc Health. 2012 Jul;51(1):6-17. doi: 10.1016/j.jadohealth.2012.01.011. Epub 2012 Apr 4.
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Role of video games in improving health-related outcomes: a systematic review.视频游戏在改善健康相关结果中的作用:系统评价。
Am J Prev Med. 2012 Jun;42(6):630-8. doi: 10.1016/j.amepre.2012.02.023.
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Attitudes of college students toward mental illness stigma and the misuse of psychiatric medications.大学生对精神疾病污名化和精神科药物滥用的态度。
J Clin Psychiatry. 2011 Feb;72(2):134-9. doi: 10.4088/JCP.09m05254ecr. Epub 2010 Nov 16.
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Stimulant formulation and motivation for nonmedical use of prescription attention-deficit/hyperactivity disorder medications in a college-aged population.在大学生群体中,处方治疗注意缺陷多动障碍药物的兴奋剂配方和非医疗用途动机。
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10
Pre-risk HIV-prevention paradigm shift: the feasibility and acceptability of the parents matter! Program in HIV risk communities.前风险 HIV 预防范式转变:父母的重要性!HIV 风险社区项目。
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基于游戏的干预措施预防青少年处方阿片类药物滥用的可接受性。

Acceptability of a Game-Based Intervention to Prevent Adolescent Prescription Opioid Misuse.

机构信息

Department of Psychiatry and Behavioral Sciences, College of Medicine, University of Arkansas for Medical Sciences, Little Rock, Arkansas, USA.

College of Nursing, University of Arkansas for Medical Sciences, Little Rock, Arkansas, USA.

出版信息

Games Health J. 2022 Apr;11(2):104-116. doi: 10.1089/g4h.2021.0243. Epub 2022 Feb 15.

DOI:10.1089/g4h.2021.0243
PMID:35167352
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9057874/
Abstract

This study assessed the initial acceptability of SafeUse, a game-based opioid misuse prevention intervention for delivery via smartphone among adolescents. Evidence-based educational and refusal skills training materials were adapted, and game design elements were applied to clinically and scientifically informed scenarios in which opioids are typically introduced to adolescents using standard product development methods to create the SafeUse prototype. In a mixed-methods study, 14 adolescents were assessed on their knowledge and perceptions of opioids before and following 5-7 days of access to SafeUse. Participants provided feedback in focus groups on the acceptability, relevance, and understandability of SafeUse and made suggestions for its improvement. Feedback was coded and summarized as to playability, acceptability, appropriateness, content development, and knowledge transfer. Pre- and post-access quantitative data were analyzed using Wilcoxon matched pairs signed-rank tests. Overall, participants liked SafeUse, its characters, graphics, and approach, finding it more appealing than lectures/reading materials and appropriate for school settings. They moderately to extremely "liked the game," "would like to play more game modules," "liked playing through the decisions," thought the game was realistic/relevant and fun, and they learned new information about opioids. Participants reported increased confidence to refuse opioids and decreased likelihood of accepting opioids from someone they know. Knowledge about opioids increased ( < 0.006), and adolescent perception that prescription drugs are safer than illegal drugs decreased ( < 0.003) after playing SafeUse. Findings suggest that SafeUse is acceptable and likely educational to adolescents and worthy of further development and research.

摘要

本研究评估了 SafeUse 的初步可接受性,SafeUse 是一种基于游戏的阿片类药物滥用预防干预措施,可通过智能手机向青少年提供。采用循证教育和拒绝技能培训材料,并应用游戏设计元素,针对青少年通常接触阿片类药物的临床和科学知情场景,使用标准产品开发方法将阿片类药物引入青少年中,从而创建了 SafeUse 原型。在一项混合方法研究中,14 名青少年在接触 SafeUse 5-7 天后,对他们对阿片类药物的知识和看法进行了评估。参与者在焦点小组中提供了关于 SafeUse 的可接受性、相关性和可理解性的反馈,并提出了改进建议。反馈信息进行了编码和总结,涉及可玩性、可接受性、适当性、内容开发和知识转移。使用 Wilcoxon 配对符号秩检验对预访问和后访问的定量数据进行了分析。总的来说,参与者喜欢 SafeUse、其角色、图形和方法,认为它比讲座/阅读材料更具吸引力,适合学校环境。他们“非常喜欢这款游戏”,“希望玩更多的游戏模块”,“喜欢通过决策进行游戏”,认为游戏是现实的/相关的和有趣的,并且他们学习了有关阿片类药物的新知识。参与者报告说,他们拒绝阿片类药物的信心增强,而从熟人那里接受阿片类药物的可能性降低。在玩 SafeUse 之后,他们对阿片类药物的了解增加( < 0.006),而青少年对处方药物比非法药物更安全的看法减少( < 0.003)。研究结果表明,SafeUse 对青少年是可接受的,并且可能具有教育意义,值得进一步开发和研究。