支持戒烟的移动游戏的可行性和可接受性:重复措施研究研究
Shelby Goodwin1, Jessica A Nastasi2, Schyler T Newman3
1Department of Psychology, College of Science and Mathematics, Rowan University, Glassboro, NJ, United States.
视频游戏干预措施对戒烟有希望",灵感"应用程序显示了适度的用户接受和积极的参与指标. 需要进一步的研究来证实可行性,因为高学率.
科学领域:
- 数字健康数字健康
- 行为科学 行为科学
- 公共卫生 公共卫生
背景情况:
- 戒烟的尝试往往是失败的,这凸显了创新干预措施的必要性.
- 电子游戏可以克服成本,获取和参与戒烟等障碍.
- "灵感"的干预使用基于智能手机的视频游戏来戒烟.
研究的目的:
- 评估"灵感"电子游戏干预措施的可行性和可接受性.
- 评估干预对30天随访后7天吸烟点患病率的影响.
主要方法:
- 48名美国成年人在智能手机上玩了7周的"灵感"游戏.
- 游戏玩法涉及自我报告吸烟状态以解锁游戏级别和奖励.
- 参与者在多个时间点完成了基于网络的调查.
主要成果:
- 参与者的平均游戏时间为20.6天,平均最高水平为10.7.
- 在戒断阶段报告中的31.4%报告中报告了戒断;较高的游戏水平与增加的戒断相关.
- 在30天的随访中,23%的人报告了7天的戒断率;31%的人在14天内至少戒断了24小时.
结论:
- "灵感"的干预表明了用户的接受度.
- 高退学率限制了可行性结论,但部分受访者做出了积极的反应.
- 可扩展,可访问的视频游戏干预措施可能会解决可预防的吸烟死亡率.
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