Literature DB >> 29407688

In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world.

Andrew M Earle1, Joseph W LaBrie2, Sarah C Boyle1, Daniel Smith1.   

Abstract

Our recent work (Boyle, Earle, LaBrie, & Smith, 2017) showed that the efficacy of personalized normative feedback-based (PNF) college alcohol interventions can be improved through the addition of gamified elements including points, chance, competition, and personal avatars. However, participants in that study were compensated with subject pool credit. In the current study, we piloted an upgraded, smartphone-based version of the game, which was designed to be truly self-sustaining (i.e., engaging enough that students play voluntarily without the presence of external motivators). First-year students were invited to play the game weekly for six rounds, with participants submitting and voting on their own questions each week and receiving a novel type of feedback in addition to standard descriptive PNF: opposite peers' judgments of participants' self-reported drinking behavior, or reflective norms. With no play-based incentives, 222 first-year college students voluntarily played the game, CampusGANDR. ANCOVA models revealed that, relative to participants randomized to receive feedback on control topics during the three intervention rounds, those who received both descriptive and reflective feedback on peer alcohol use had significantly reduced normative perceptions and reduced alcohol use two months post intervention. This was especially true among heavy drinkers. The results suggest that our gamified "GANDR" approach shows promise as a self-sustaining intervention and, further, that high-risk drinkers may benefit disproportionately from this methodology. Thus, self-sustaining interventions represent an encouraging avenue for future research and development and may hold the potential to impact risky college drinking on a large scale.
Copyright © 2018 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Alcohol use; College students; Gamification; Normative feedback; Self-sustaining intervention; Social norms

Mesh:

Year:  2018        PMID: 29407688      PMCID: PMC5857236          DOI: 10.1016/j.addbeh.2018.01.005

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  43 in total

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5.  The relative impact of injunctive norms on college student drinking: the role of reference group.

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6.  Live interactive group-specific normative feedback reduces misperceptions and drinking in college students: a randomized cluster trial.

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7.  Evaluation of Alcohol-Related Personalized Normative Feedback With and Without an Injunctive Message.

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8.  Descriptive and injunctive norms in college drinking: a meta-analytic integration.

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9.  What do college student drinkers want to know? Student perceptions of alcohol-related feedback.

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Journal:  Psychol Addict Behav       Date:  2013-03

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Authors:  Joseph W LaBrie; Justin F Hummer; Clayton Neighbors; Mary E Larimer
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  12 in total

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6.  Temporal, Sex-Specific, Social Media-Based Alcohol Influences during the Transition to College.

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7.  A Gamified Personalized Normative Feedback App to Reduce Drinking Among Sexual Minority Women: Randomized Controlled Trial and Feasibility Study.

Authors:  Sarah C Boyle; Joseph W LaBrie; Bradley M Trager; Lauren D Costine
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Review 8.  Recommendations for Implementing Gamification for Mental Health and Wellbeing.

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Journal:  Front Psychol       Date:  2020-12-07

Review 9.  Mobile Apps to Reduce Tobacco, Alcohol, and Illicit Drug Use: Systematic Review of the First Decade.

Authors:  Petra Karin Staiger; Renee O'Donnell; Paul Liknaitzky; Rachel Bush; Joanna Milward
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10.  An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process.

Authors:  Vanessa Wan Sze Cheng; Tracey A Davenport; Daniel Johnson; Kellie Vella; Jo Mitchell; Ian B Hickie
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