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基于游戏的数字干预措施对促进青少年积极发展及解决其物质使用问题的系统评价。

Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review.

作者信息

Lee Serim, Kim Jinyung, Bockhold Sarah, Lee Jimin, Chun JongSerl, Yu Mansoo

机构信息

Department of Social Welfare, Ewha Womans University, Seoul 03760, Republic of Korea.

School of Social Work, University of Maryland, Baltimore, MD 20742, USA.

出版信息

Children (Basel). 2024 Dec 21;11(12):1554. doi: 10.3390/children11121554.

Abstract

This study systematically reviewed research on the use of digital game approaches for the prevention, assessment, and treatment of substance use and positive development in adolescents. : This study aimed to identify and summarize gaps in the published literature on game-based digital interventions for substance use and positive development for adolescents through a systematic review. : Following PRISMA guidelines, 26 studies were selected for final analysis from an initial screening of 1601 references. Data were coded for multiple components, including study characteristics, intervention types, intervention contents, sample characteristics, substance use, positive development details, measurement tools, and main findings, particularly emphasizing the effectiveness of game-based digital interventions and the facilitators and barriers affecting program effectiveness. : Regarding substance use, 50% of studies reported game-based digital interventions as effective in reducing substance use, 16.7% as partially effective, and 33.3% as not effective. For attitudes toward substance use, 65.0% demonstrated statistical effectiveness, 25.0% indicated partial effectiveness, and 10% found no significance. Among studies that included a positive development component, 35.7% were effective, 50% were partially effective, and 14.3% were not effective. Very few studies have explored the facilitators and barriers to program effectiveness without statistical verification. : This study offers valuable insights into the development and validation of game-based digital interventions, thereby establishing a robust foundation for their efficacy.

摘要

本研究系统回顾了关于使用数字游戏方法预防、评估和治疗青少年物质使用及促进其积极发展的研究。本研究旨在通过系统回顾,识别并总结已发表文献中关于基于游戏的数字干预对青少年物质使用及积极发展方面的差距。遵循PRISMA指南,从最初筛选的1601篇参考文献中选取了26项研究进行最终分析。对数据进行了多个方面的编码,包括研究特征、干预类型、干预内容、样本特征、物质使用情况、积极发展细节、测量工具和主要发现,特别强调基于游戏的数字干预的有效性以及影响项目有效性的促进因素和障碍。关于物质使用,50%的研究报告基于游戏的数字干预在减少物质使用方面有效,16.7%部分有效,33.3%无效。对于对物质使用的态度,65.0%显示出统计学上的有效性,25.0%表明部分有效,10%无显著意义。在包含积极发展部分的研究中,35.7%有效,50%部分有效,14.3%无效。很少有研究在没有统计验证的情况下探讨项目有效性的促进因素和障碍。本研究为基于游戏的数字干预的开发和验证提供了有价值的见解,从而为其有效性奠定了坚实基础。

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