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青少年中基于网络的热门社区游戏中的健康促进:建议、推荐及应用

Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and Applications.

作者信息

Martin Philippe, Chapoton Boris, Bourmaud Aurélie, Dumas Agnès, Kivits Joëlle, Eyraud Clara, Dubois Capucine, Alberti Corinne, Le Roux Enora

机构信息

Université Paris Cité, Epidémiologie Clinique Evaluation Economique Appliquées aux Populations Vulnérables, Inserm, Paris, France.

Institut National d'Etudes Démographiques, UR14 - Sexual and Reproductive Health and Rights, Aubervilliers, France.

出版信息

JMIR Serious Games. 2023 Jun 9;11:e39465. doi: 10.2196/39465.

DOI:10.2196/39465
PMID:37294609
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10337365/
Abstract

BACKGROUND

Young people use digital technology on a daily basis and enjoy web-based games that promote social interactions among peers. These interactions in web-based communities can develop social knowledge and life skills. Intervening via existing web-based community games represents an innovative opportunity for health promotion interventions.

OBJECTIVE

The aim of this study was to collect and describe players' proposals for delivering health promotion through existing web-based community games among young people, elaborate on related recommendations adapted from a concrete experience of intervention research, and describe the application of these recommendations in new interventions.

METHODS

We implemented a health promotion and prevention intervention via a web-based community game (Habbo; Sulake Oy). During the implementation of the intervention, we conducted an observational qualitative study on young people's proposals via an intercept web-based focus group. We asked 22 young participants (3 groups in total) for their proposals about the best ways to carry out a health intervention in this context. First, using verbatim transcriptions of the players' proposals, we conducted a qualitative thematic analysis. Second, we elaborated on recommendations for action development and implementation based on our experiences and work with a multidisciplinary consortium of experts. Third, we applied these recommendations in new interventions and described their application.

RESULTS

A thematic analysis of the participants' proposals revealed 3 main themes and 14 subthemes related to their proposals and process elements: the conditions for developing an attractive intervention within a game, the value of involving peers in developing the intervention, and the ways to mobilize and monitor gamers' participation. These proposals emphasized the importance of interventions involving and moderating a small group of players in a playful manner but with professional aspects. We established 16 domains with 27 recommendations for preparing an intervention and implementing it in web-based games by adopting the codes of game culture. The application of the recommendations showed their usefulness and that it was possible to make adapted and diverse interventions in the game.

CONCLUSIONS

Integrated health promotion interventions in existing web-based community games have the potential for promoting the health and well-being of young people. There is a need to incorporate specific key aspects of the games and gaming community recommendations, from conception to implementation, to maximize the relevance, acceptability, and feasibility of the interventions integrated in current digital practices.

TRIAL REGISTRATION

ClinicalTrials.gov NCT04888208; https://clinicaltrials.gov/ct2/show/NCT04888208.

摘要

背景

年轻人每天都在使用数字技术,并热衷于玩促进同龄人之间社交互动的网络游戏。基于网络社区的这些互动可以培养社交知识和生活技能。通过现有的网络游戏进行干预为健康促进干预提供了一个创新机会。

目的

本研究的目的是收集和描述玩家关于通过现有的年轻人网络游戏进行健康促进的建议,根据干预研究的具体经验阐述相关建议,并描述这些建议在新干预措施中的应用。

方法

我们通过一款网络游戏(哈宝;苏拉克公司)实施了一项健康促进与预防干预。在干预实施过程中,我们通过基于网络的拦截式焦点小组对年轻人的建议进行了观察性定性研究。我们询问了22名年轻参与者(共3组)关于在这种情况下开展健康干预的最佳方式的建议。首先,我们使用玩家建议的逐字记录进行了定性主题分析。其次,我们根据我们的经验以及与多学科专家联盟的合作,阐述了行动制定和实施的建议。第三,我们将这些建议应用于新的干预措施并描述了其应用情况。

结果

对参与者建议的主题分析揭示了3个主要主题和14个子主题,涉及他们的建议和过程要素:在游戏中开发有吸引力的干预措施的条件、让同龄人参与干预开发的价值以及动员和监测游戏玩家参与的方式。这些建议强调了干预措施以有趣的方式但具备专业层面地涉及和引导一小群玩家的重要性。我们通过采用游戏文化规范,确定了16个领域以及27条关于在网络游戏中准备和实施干预措施的建议。这些建议的应用表明了它们的实用性,并且有可能在游戏中进行适应性和多样化的干预。

结论

在现有的基于网络的社区游戏中进行综合健康促进干预有促进年轻人健康和福祉的潜力。需要将游戏及游戏社区建议的特定关键方面从构思到实施都纳入其中,以最大限度地提高当前数字实践中综合干预措施的相关性、可接受性和可行性。

试验注册

美国国立医学图书馆临床试验注册中心NCT04888208;https://clinicaltrials.gov/ct2/show/NCT04888208 。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0f7c/10337365/a2071c9cedbc/games_v11i1e39465_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0f7c/10337365/216a72f4ff2c/games_v11i1e39465_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0f7c/10337365/6f3552ff2686/games_v11i1e39465_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0f7c/10337365/a2071c9cedbc/games_v11i1e39465_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0f7c/10337365/216a72f4ff2c/games_v11i1e39465_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0f7c/10337365/6f3552ff2686/games_v11i1e39465_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0f7c/10337365/a2071c9cedbc/games_v11i1e39465_fig3.jpg

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