Literature DB >> 28986963

Development and evaluation of 'Pure Rush': An online serious game for drug education.

Lexine A Stapinski1, Bill Reda1, Nicola C Newton1, Siobhan Lawler1, Daniel Rodriguez1, Catherine Chapman1, Maree Teesson1.   

Abstract

INTRODUCTION AND AIMS: Learning is most effective when it is active, enjoyable and incorporates feedback. Past research demonstrates that serious games are prime candidates to utilise these principles, however the potential benefits of this approach for delivering drug education are yet to be examined in Australia, a country where drug education in schools is mandatory. DESIGN AND METHODS: The serious game 'Pure Rush' was developed across three stages. First, formative consultation was conducted with 115 students (67% male, aged 15-17 years), followed by feasibility and acceptability testing of a prototype of the game (n = 25, 68% male). In the final stage, 281 students (62% female, aged 13-16 years) were randomly allocated to receive a lesson involving Pure Rush or an active control lesson. The lessons were compared in terms of learning outcomes, lesson engagement and future intentions to use illicit drugs.
RESULTS: Students enjoyed playing Pure Rush, found the game age-appropriate and the information useful to them. Both the Pure Rush and the active control were associated with significant knowledge increase from pre to post-test. Among females, multi-level mixed-effects regression showed knowledge gain was greater in the Pure Rush condition compared to control (β = 2.36, 95% confidence interval 0.36-4.38). There was no evidence of between condition differences in lesson engagement or future intentions to use illicit drugs. DISCUSSION AND
CONCLUSIONS: Pure Rush is an innovative online drug education game that is well received by students and feasible to implement in schools. [Stapinski LA, Reda B, Newton NC, Lawler S, Rodriguez D, Chapman C, Teesson M. Development and evaluation of 'Pure Rush': An online serious game for drug education. Drug Alcohol Rev 2017].
© 2017 Australasian Professional Society on Alcohol and other Drugs.

Entities:  

Keywords:  Gamification; adolescent; prevention; serious games; substance use

Mesh:

Year:  2017        PMID: 28986963     DOI: 10.1111/dar.12611

Source DB:  PubMed          Journal:  Drug Alcohol Rev        ISSN: 0959-5236


  5 in total

1.  A videogame intervention for tobacco product use prevention in adolescents.

Authors:  Mary Ann Pentz; Kimberly D Hieftje; Tyra M Pendergrass; Stephanie A Brito; Mengyu Liu; Trisha Arora; Hilary A Tindle; Suchitra Krishnan-Sarin; Lynn E Fiellin
Journal:  Addict Behav       Date:  2018-11-14       Impact factor: 3.913

2.  Neuroscience Outside the Box: From the Laboratory to Discussing Drug Abuse at Schools.

Authors:  Thereza Cristina Machado do Vale; Luana da Silva Chagas; Helena de Souza Pereira; Elizabeth Giestal-de-Araujo; Analía Arévalo; Priscilla Oliveira-Silva Bomfim
Journal:  Front Hum Neurosci       Date:  2022-05-12       Impact factor: 3.473

Review 3.  Smartphone Apps About Crystal Methamphetamine ("Ice"): Systematic Search in App Stores and Assessment of Composition and Quality.

Authors:  Cath Chapman; Katrina Elizabeth Champion; Louise Birrell; Hannah Deen; Mary-Ellen Brierley; Lexine A Stapinski; Frances Kay-Lambkin; Nicola C Newton; Maree Teesson
Journal:  JMIR Mhealth Uhealth       Date:  2018-11-21       Impact factor: 4.773

4.  Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study.

Authors:  Guadalupe Molina-Torres; Miguel Rodriguez-Arrastia; Raquel Alarcón; Nuria Sánchez-Labraca; María Sánchez-Joya; Pablo Roman; Mar Requena
Journal:  JMIR Serious Games       Date:  2021-03-24       Impact factor: 4.143

Review 5.  Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review.

Authors:  Juan Martínez-Miranda; Ismael Edrein Espinosa-Curiel
Journal:  JMIR Serious Games       Date:  2022-08-25       Impact factor: 3.364

  5 in total

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