首页> 外文期刊>Substance abuse: official publication of the Association for Medical Education and Research in Substance Abuse >Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents
【24h】

Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents

机译:青少年卷烟和大麻预防视频杂志的初步调查

获取原文
获取原文并翻译 | 示例
       

摘要

Background: Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowledge and behavioral skills associated with primary prevention of cigarette and marijuana use. The authors also explored participants' gameplay experience. Methods: This study employed a 1-group pretest-posttest design with 25 adolescent boys and girls aged 11 to 14 years (Mage = 11.56, SD = 0.77) who had never tried cigarettes or marijuana. Participants played four 1-hour gameplay sessions over a 2-week period. Assessments of knowledge, self-efficacy, attitudes, perceived norms, and intentions related to cigarette and marijuana prevention were collected at baseline and 2-week and 12-week follow-ups. Ratings of gameplay experience were collected after the 2 weeks of gameplay. One-way repeated-measures analyses of variance (ANOVAs) were conducted. Results: Findings are (1) improvements in knowledge for both cigarette (Wilks' λ = 0.62, F(2, 23) = 7.21, P = .004) and marijuana (Wilks' λ = 0.67, F(2, 23) = 5.75, P = .009) use from pre- to post-gameplay that were characterized by large effects; and (2) nonsignificant trends in the expected direction emerged for changes in self-efficacy and perceived norms related to both cigarettes and marijuana that were characterized by medium-large effects. Overall, the players provided positive reports of their experience with the smokeSCREEN videogame prototype. Conclusions: These findings provide preliminary evidence that a videogame has the potential to influence key cognitive and motivational variables and can be an engaging means to deliver a cigarette and marijuana prevention intervention.
机译:背景:电子游戏正在变得越来越受欢迎,以提供健康干预措施;但是,尚未评估它们在初级预防卷烟和大麻使用中的作用。本研究的目的是对角色播放视频游戏原型,烟幕的功效进行初步测试,旨在发展与初级预防卷烟和大麻使用相关的知识和行为技能。作者还探讨了参与者的游戏体验。方法:本研究采用了一个1组预测试后的设计,25名青少年男孩和11至14岁的女孩(Mage = 11.56,SD = 0.77),他们从未尝过过香烟或大麻。与会者在2周的时间内发挥了四个1小时的游戏会话。在基线和2周和12周的随访中收集了与卷烟和大麻预防相关的知识,自我效力,态度,感知规范和意图的评估。在游戏玩法的2周后收集游戏经验的评级。进行单向反复措施方差分析(ANOVAS)。结果:调查结果是(1)对香烟(Wilks'= 0.62,F(2,23)= 7.21,P = .004)和大麻(Wilk'λ= 0.67,F(2,23)=的知识的改进5.75,p = .009)使用预先玩游戏的特征在于效果; (2)与卷烟和大麻相关的自我效能变化的预期方向的无情趋势,其具有中大效应的卷烟和大麻的变化。总体而言,玩家提供了对烟幕视频游戏原型的经验的积极报告。结论:这些调查结果提供了初步证据,即视频游戏有可能影响关键的认知和动机变量,并且可以成为提供卷烟和大麻预防干预的吸引力的手段。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号