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Usability evaluation of Alerta Alcohol 2.0: an eHealth game to prevent adolescent alcohol consumption
Pablo Fernández-León1,2, Marta Lima-Serrano1,3, José Manuel Martínez-Montilla3,4
1Department of Nursing, Faculty of Nursing, Physiotherapy and Podiatry, University of Seville, Avenzoar St., 6, 41009, Sevilla, Spain.
Background:
Perceived usability is a key determinant of eHealth intervention uptake. This study evaluated the usability of Alerta Alcohol 2.0, an animation-based, computer-tailored game designed to prevent alcohol use and binge drinking among adolescents.
Methods:
A cross-sectional mixed-methods approach was employed, combining a self-report questionnaire and cognitive debriefing using the think-aloud protocol.
Results:
Thirty-five participants (mean age = 16.57 years; 71.4% female) completed the five-session program. Results showed that older adolescents were more likely to recommend the intervention and perceived its length as more appropriate. Adolescents engaging in binge drinking responded more positively to the design and videos, found the difficulty level more suitable, and required less assistance. Participants with a positive general evaluation of the program scored higher on most of the 21 usability items than those with a negative evaluation. Key areas for improvement, such as repetitive questions, technical glitches, and text readability, were identified and addressed.
Conclusions:
This study highlights the value of a systematic feasibility process, rooted in evidence and informed by adolescents' perspectives, to enhance program usability. Findings provide initial support for the usability of Alerta Alcohol 2.0 and inform future development of computer-tailored interventions targeting adolescent health behaviors.

