基于社交游戏的青少年烟草预防计划后的风险感知和知识:试点随机比较试验
Georges Khalil1, Erica Ramirez1, Meerah Khan1
1Department of Health Outcomes and Biomedical Informatics, University of Florida, Gainesville, FL, United States.
JMIR serious games
|November 5, 2024
概括
社交游戏"风暴英雄"有效提高了青少年对电子烟和烟草风险的认识和知识. 尽量减少分心是最大限度地提高该计划对烟草知识的影响的关键.
科学领域:
- 公共卫生 公共卫生
- 青少年健康 青少年健康
- 行为科学 行为科学
背景情况:
- 青春期是开始吸烟的脆弱时期.
- 尽管已知风险,青少年吸烟仍然很普遍.
- 游戏为健康提供了一种有希望的策略,通过参与和行为改变来预防烟草.
研究的目的:
- 比较社交游戏"风暴英雄"与一个非社交的青少年体验项目.
- 检查这些经验如何预测烟草知识和电子烟和传统烟草使用的感知风险.
主要方法:
- 一个集群随机比较设计,涉及79名青少年在4个课后地点.
- 干预措施包括社交游戏"风暴英雄"和非社会项目 (ASPIRE).
- 在基线,立即和1.5个月后期采集的数据使用重复测量混合效应模型.
主要成果:
- 与对照组相比,Storm-Heroes参与者表现出对电子烟和传统烟草使用的感知风险增加,烟草知识更高.
- 程序的可用性和注意力与vaping和传统烟草使用的更高感知风险正相关.
- 更大的注意力和更少的分心与增加的烟草知识有关.
结论:
- 风暴英雄计划成功地提高了青少年对烟草和电子烟的感知风险以及他们的知识.
- 在节目参与期间尽量减少分心对于改善烟草知识结果至关重要.
- 进一步开发"风暴英雄"可以提高参与度,并提高其防止青少年吸烟的潜力.
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