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一款支持戒烟的手机游戏的可行性与可接受性:重复测量研究

Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study.

作者信息

Goodwin Shelby, Nastasi Jessica A, Newman Schyler T, Rapoza Darion, Raiff Bethany R

机构信息

Department of Psychology, College of Science and Mathematics, Rowan University, Glassboro, NJ, United States.

Department of Psychology, University of Florida, Gainesville, FL, United States.

出版信息

JMIR Serious Games. 2024 Aug 21;12:e54684. doi: 10.2196/54684.

Abstract

BACKGROUND

Approximately half of smokers attempt to quit, but 90% of these attempts fail. Video game-based interventions have the potential to address common barriers to evidence-based smoking cessation treatment, including high cost, lack of health care access, and low engagement.

OBJECTIVE

The purpose of this study was to evaluate the feasibility and acceptability of a video game-based smoking cessation intervention called Inspired and its impact on the 7-day smoking point prevalence at the 30-day follow-up.

METHODS

US adults (n=48) were recruited via the web to use Inspired on their smartphones for 7 weeks. The object of the game was to defend a healing tree against attackers. Levels of the game were unlocked twice daily when participants self-reported the number of cigarettes they smoked since the previous entry. Completion of the levels awarded players in-game currency, which could strengthen in-game abilities. Participants received additional in-game rewards to aid gameplay by submitting either smoking self-reports only or self-reports indicating abstinence, determined through random assignment. In addition, participants completed a web-based survey at intake, week 4, week 7, and the 30-day follow-up.

RESULTS

Of the 48 participants, who had an average age of 39.8 (SD 10.7) years, 27 (56%) were female, 4 (8%) Hispanic, 37 (77%) White, and 27 (56%) employed; 26 (54%) earned <US $40,000 a year; and 14 (29%) lived in nonurban areas (eg, rural and suburban). There were no significant differences between the groups, so all outcome data were combined. Participants averaged 20.6 (SD 15.3) days of gameplay and reached a mean highest game level of 10.7 (SD 8.4), although there was a high degree of variability. Participants reported abstinence on 31.4% (SD 38.2%) of all cessation phase reports and averaged 5.4 (SD 9.8) consecutive abstinent smoke reports. For every 1 SD increase in the highest level achieved, there was a 27% increase in the percentage of abstinent samples and a 405% increase in longest continuous abstinence. At the 30-day follow-up, 23% (11/48) of the participants reported having not taken a cigarette puff in the prior 7 days and 31% (15/48) had spent at least 24 hours without smoking in the prior 14 days. On an 11-point scale, participants rated the intervention moderately favorably: if they had to do it again, they would use Inspired to help them quit (mean 6.4, SD 3.4), and Inspired was helpful in their current attempt to quit (mean 5.4, SD 3.6).

CONCLUSIONS

These results support the acceptability of Inspired. Although high dropout rates prevent conclusions on feasibility, a subset of the participants responded favorably. Scalable and accessible video game-based smoking cessation interventions could be the key to addressing the foremost cause of preventable morbidity and mortality in the United States.

TRIAL REGISTRATION

ClinicalTrials.gov NCT03929003; https://clinicaltrials.gov/ct2/show/NCT03929003.

摘要

背景

大约一半的吸烟者尝试戒烟,但其中90%的尝试以失败告终。基于电子游戏的干预措施有可能解决循证戒烟治疗的常见障碍,包括成本高昂、缺乏医疗保健服务以及参与度低等问题。

目的

本研究旨在评估一款名为“Inspired”的基于电子游戏的戒烟干预措施的可行性和可接受性,以及其对30天随访时7天吸烟点患病率的影响。

方法

通过网络招募美国成年人(n = 48),让他们在智能手机上使用“Inspired”7周。游戏的目标是保护一棵治愈之树免受攻击者的侵害。当参与者自报从上一次记录以来所吸香烟数量后,游戏关卡每天解锁两次。完成关卡会奖励玩家游戏内货币,可用于强化游戏内能力。参与者通过仅提交吸烟自我报告或表明已戒烟的自我报告(通过随机分配确定)来获得额外的游戏内奖励,以辅助游戏进程。此外,参与者在入组时、第4周、第7周以及30天随访时完成一项基于网络的调查。

结果

48名参与者的平均年龄为39.8(标准差10.7)岁,其中27名(56%)为女性,4名(8%)为西班牙裔,37名(77%)为白人,27名(56%)有工作;26名(54%)年收入低于4万美元;14名(29%)居住在非城市地区(如农村和郊区)。各分组之间无显著差异,因此所有结果数据合并分析。参与者平均游戏时长为20.6(标准差15.3)天,达到的最高游戏关卡平均为10.7(标准差8.4),不过存在高度变异性。在所有戒烟阶段报告中,参与者报告已戒烟的比例为31.4%(标准差38.2%),连续戒烟报告的平均数为5.4(标准差9.8)。最高关卡每增加1个标准差,已戒烟样本的百分比增加27%,最长连续戒烟时间增加405%。在30天随访时,23%(11/48)的参与者报告在过去7天内未吸过烟,31%(15/48)的参与者在过去14天内至少有24小时未吸烟。在11分制量表上,参与者对该干预措施的评价较为积极:如果必须再次进行,他们会使用“Inspired”来帮助自己戒烟(平均分为6.4,标准差3.4),且“Inspired”对他们当前的戒烟尝试有帮助(平均分为5.4,标准差3.6)。

结论

这些结果支持“Inspired”的可接受性。尽管高退出率妨碍了对可行性的结论,但一部分参与者反应良好。基于电子游戏的可扩展且易于获取的戒烟干预措施可能是解决美国可预防发病和死亡的首要原因的关键。

试验注册

ClinicalTrials.gov NCT03929003;https://clinicaltrials.gov/ct2/show/NCT03929003

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/36f8/11375377/3435d3c85925/games_v12i1e54684_fig1.jpg

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