Aneni Kammarauche, Fernandes Claudia-Santi F, Hoerner Lily A, Szapary Claire, Pendergrass Boomer Tyra M, Fiellin Lynn E
Child Study Center, Yale University School of Medicine, New Haven, CT, United States.
Biomedical Informatics and Data Science, Yale University School of Medicine, New Haven, CT, United States.
JMIR Serious Games. 2023 Nov 3;11:e46912. doi: 10.2196/46912.
Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable substance misuse preventive interventions that also address mental health risks. Serious video games offer an engaging, widely scalable method for delivering and implementing preventive interventions. However, there are no video game interventions that focus on preventing opioid misuse among older adolescents, and there are limited existing video game interventions that address mental health.
This study aims to develop and conduct a formative evaluation of a video game intervention to prevent opioid misuse and promote mental health among adolescents aged 16-19 years (PlaySmart). We conducted formative work in preparation for a subsequent randomized controlled trial.
We conducted development and formative evaluation of PlaySmart in 3 phases (development, playtesting, and preimplementation) through individual interviews and focus groups with multiple stakeholders (adolescents: n=103; school-based health care providers: n=51; and addiction treatment providers: n=6). PlaySmart content development was informed by the health belief model, the theory of planned behavior, and social cognitive theory. User-centered design principles informed the approach to development and play testing. The Exploration, Preparation, Implementation, and Sustainability framework informed preimplementation activities. Thematic analysis was used to identify themes from interviews and focus groups that informed PlaySmart game content and approaches to future implementation of PlaySmart.
We developed a novel video game PlaySmart for older adolescents that addresses the risk and protective factors for opioid misuse and mental health. Nine themes emerged from the focus groups that provided information regarding game content. Playtesting revealed areas of the game that required improvement, which were modified for the final game. Preimplementation focus groups identified potential barriers and facilitators for implementing PlaySmart in school settings.
PlaySmart offers a promising digital intervention to address the current opioid and mental health crises among adolescents in a scalable manner.
阿片类药物滥用与精神障碍是高度共病的情况。美国青少年中持续存在的物质滥用和心理健康危机凸显了广泛可扩展的物质滥用预防干预措施的重要性,这些措施还应解决心理健康风险。严肃游戏提供了一种引人入胜且广泛可扩展的方法来提供和实施预防干预措施。然而,目前尚无专注于预防大龄青少年阿片类药物滥用的视频游戏干预措施,且现有的解决心理健康问题的视频游戏干预措施有限。
本研究旨在开发并对一款视频游戏干预措施进行形成性评估,以预防16至19岁青少年的阿片类药物滥用并促进其心理健康(PlaySmart)。我们开展了形成性工作,为后续的随机对照试验做准备。
我们通过与多个利益相关者(青少年:n = 103;学校医疗保健提供者:n = 51;成瘾治疗提供者:n = 6)进行个人访谈和焦点小组讨论,分三个阶段(开发、试玩和实施前)对PlaySmart进行了开发和形成性评估。PlaySmart的内容开发以健康信念模型、计划行为理论和社会认知理论为依据。以用户为中心的设计原则为开发和试玩方法提供了指导。探索、准备、实施和可持续性框架为实施前活动提供了指导。采用主题分析法从访谈和焦点小组讨论中识别主题,这些主题为PlaySmart游戏内容及PlaySmart未来的实施方法提供了参考。
我们为大龄青少年开发了一款新颖的视频游戏PlaySmart,该游戏解决了阿片类药物滥用和心理健康的风险及保护因素。焦点小组讨论中出现了九个主题,为游戏内容提供了信息。试玩揭示了游戏中需要改进的方面,并针对最终游戏进行了修改。实施前焦点小组讨论确定了在学校环境中实施PlaySmart的潜在障碍和促进因素。
PlaySmart提供了一种有前景的数字干预措施,能够以可扩展的方式应对当前青少年中的阿片类药物和心理健康危机。