...
首页> 外文期刊>Games for health journal. >Acceptability of a Game-Based Intervention to Prevent Adolescent Prescription Opioid Misuse
【24h】

Acceptability of a Game-Based Intervention to Prevent Adolescent Prescription Opioid Misuse

机译:基于游戏干预的可接受性防止青少年处方阿片类药物滥用

获取原文
获取原文并翻译 | 示例
           

摘要

Objective: This study assessed the initial acceptability of SafeUse, a game-based opioid misuse prevention intervention for delivery via smartphone among adolescents. Evidence-based educational and refusal skills training materials were adapted, and game design elements were applied to clinically and scientifically informed scenarios in which opioids are typically introduced to adolescents using standard product development methods to create the SafeUse prototype.Materials and Methods: In a mixed-methods study, 14 adolescents were assessed on their knowledge and perceptions of opioids before and following 5-7 days of access to SafeUse. Participants provided feedback in focus groups on the acceptability, relevance, and understandability of SafeUse and made suggestions for its improvement. Feedback was coded and summarized as to playability, acceptability, appropriateness, content development, and knowledge transfer. Pre- and post-access quantitative data were analyzed using Wilcoxon matched pairs signed-rank tests.Results: Overall, participants liked SafeUse, its characters, graphics, and approach, finding it more appealing than lectures/reading materials and appropriate for school settings. They moderately to extremely "liked the game," "would like to play more game modules," "liked playing through the decisions," thought the game was realistic/relevant and fun, and they learned new information about opioids. Participants reported increased confidence to refuse opioids and decreased likelihood of accepting opioids from someone they know. Knowledge about opioids increased (P < 0.006), and adolescent perception that prescription drugs are safer than illegal drugs decreased (P < 0.003) after playing SafeUse.Conclusion: Findings suggest that SafeUse is acceptable and likely educational to adolescents and worthy of further development and research.
机译:摘要目的:本研究最初的评估SafeUse的可接受性,基于游戏的阿片样物质滥用预防干预通过交付智能手机的青少年。教育和拒绝技能培训材料改编,游戏设计元素吗应用于临床和科学阿片类药物通常的场景介绍了青少年使用标准的产品开发方法创建SafeUse原型。混合方法研究中,14岁的青少年被评估他们的知识和对阿片类药物的看法前和后5 - 7天的访问SafeUse。组上的可接受性、相关性和可理解性的SafeUse并做出建议对其改进。综述了可玩性,可接受性,适当性、内容开发知识转移。使用Wilcoxon定量数据进行了分析配对符号秩检验。参与者喜欢SafeUse,其角色,图形和方法,发现它更有吸引力比讲座/阅读材料和合适的学校设置。“喜欢这款游戏”,“想玩更多的游戏通过决策模块”、“喜欢玩,”认为游戏是现实/相关和乐趣,阿片类药物和他们学习新的信息。参与者报告增加了信心拒绝阿片类药物和减少的可能性从他们认识的人接受阿片类药物。了解阿片类药物增加(P < 0.006),和青少年认为处方药比非法毒品安全下降(P <0.003)后SafeUse玩。表明SafeUse是可以接受的和可能教育青少年和值得进一步开发和研究。

著录项

相似文献

  • 外文文献
  • 中文文献
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