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识别青少年对烟草预防社交游戏的游戏偏好:一项定性研究。

Identifying adolescents' gaming preferences for a tobacco prevention social game: A qualitative study.

机构信息

Department of Health Outcomes and Biomedical Informatics, University of Florida, Gainesville, Florida, United States of America.

Department of Behavioral Science, University of Texas MD Anderson Cancer Center, Houston, Texas, United States of America.

出版信息

PLoS One. 2023 Jul 28;18(7):e0289319. doi: 10.1371/journal.pone.0289319. eCollection 2023.

Abstract

INTRODUCTION

Considering the dangers of adolescent tobacco use, the successful design of behavioral programs is crucial for tobacco prevention. According to preliminary research, social game interventions can improve adolescent tobacco outcomes. The current qualitative study aims to (1) uncover the gaming elements that adolescents deem important for a positive learning experience, and (2) confirm these gaming elements with adolescents who are presented with a tobacco prevention game concept that applies these elements.

METHODS

Findings from this study are drawn from two phases. Phase 1 involved in-person focus group discussions (n = 15) and Phase 2 included three online focus groups and a paired interview with another set of adolescents (n = 15). The study was conducted under a project that aimed to design and test a social game-based tobacco prevention program for adolescents (Storm-Heroes). With open coding and thematic analysis, two research team members identified repeated topics and relevant quotes to organize them into themes. The themes evolved as new content was identified during the process. This process was repeated until thematic saturation was reached.

RESULTS

Thematic analysis across Phase 1 and Phase 2 revealed four major themes: 1) Balance during gaming challenges, 2) Healthy social interaction, 3) Performance and creative freedom, and 4) Fictional world and game mechanics for tobacco prevention.

CONCLUSION

This study identified specific intervention features that best fit the needs of adolescents in the context of a social game for tobacco prevention. For future research, we will use a participatory approach to allow adolescents to take part in the design process, improve Storm-Heroes, and develop health promotional messages that can be incorporated into the program. Ultimately, a board game for tobacco prevention is expected to bring adolescents together to create lasting memories that nudge them away from tobacco use and the harm it can cause.

摘要

简介

考虑到青少年使用烟草的危害,成功设计行为干预方案对于预防烟草至关重要。根据初步研究,社交游戏干预可以改善青少年的烟草使用结果。本研究旨在(1)揭示青少年认为对积极学习体验重要的游戏元素,以及(2)通过向青少年展示应用这些元素的烟草预防游戏概念,确认这些游戏元素。

方法

本研究的结果来自两个阶段。第一阶段包括面对面焦点小组讨论(n=15),第二阶段包括三个在线焦点小组和对另一组青少年的配对访谈(n=15)。该研究是在一个旨在为青少年设计和测试基于社交游戏的烟草预防计划的项目下进行的(Storm-Heroes)。两名研究团队成员使用开放式编码和主题分析,确定了重复出现的主题和相关引语,将其组织成主题。随着新内容的出现,主题不断发展。这个过程一直重复,直到达到主题饱和。

结果

跨第一阶段和第二阶段的主题分析揭示了四个主要主题:1)游戏挑战中的平衡,2)健康的社交互动,3)表现和创造自由,以及 4)虚构世界和用于烟草预防的游戏机制。

结论

本研究确定了特定的干预特征,最符合社交游戏背景下青少年的需求,用于预防烟草。未来的研究将采用参与式方法,让青少年参与设计过程,改进 Storm-Heroes,并制定可纳入该计划的健康促进信息。最终,一款用于预防烟草的棋盘游戏有望让青少年聚集在一起,创造持久的回忆,促使他们远离烟草使用及其带来的危害。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a3e0/10381079/d627305e8486/pone.0289319.g001.jpg

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