Literature DB >> 29602430

Feasibility of mobile health game "Fume" in supporting tobacco-related health literacy among early adolescents: A three-armed cluster randomized design.

Heidi Parisod1, Anni Pakarinen2, Anna Axelin2, Eliisa Löyttyniemi3, Jouni Smed4, Sanna Salanterä5.   

Abstract

OBJECTIVE: New interventions supporting health literacy and a tobacco-free lifestyle in adolescence are needed to narrow the widening gap in existing health inequalities. Health games offer potential and could be utilized for example in school healthcare, but more research is needed to increase the understanding of the effects of game elements in health interventions. The aim of this feasibility study is to determine the short-term effectiveness of the tobacco-related mobile health game Fume and a non-gamified website in comparison with a no-intervention control group, regarding tobacco-related health literacy among 10-13-year-old early adolescents. In addition, we compare the demand for and acceptability of Fume to that of the website.
METHODS: In total, 151 early adolescents participated in this single-blinded, three-armed cluster randomized trial. The participants from three municipalities in southwest Finland were randomly allocated between a group with access to the health game Fume (n = 61), a group with access to the website (n = 47), and a group with no intervention (n = 43). The intervention groups first participated in a 20-min training session with Fume/the website, and then had two weeks to use Fume/the website based on their own interest. Short-term effectiveness was measured by primary (anti-smoking self-efficacy) and secondary (smoking outcome expectations, attitudes towards tobacco use, tobacco-use motives, motivation to decline tobacco use in the future, and knowledge about tobacco) outcomes derived from the theory-based determinants of tobacco-related health literacy and evaluated with self-assessment questionnaires at baseline and post-intervention (after a two-week follow-up). For evaluating the demand, the actual use of Fume/the website was tracked during the two-week period. Regarding acceptability, the raised interest towards Fume/the website and opinions about the interventions were evaluated post-intervention. Differences were tested with the McNemar, Fisher exact, and non-parametric tests.
RESULTS: Statistically significant favorable changes during the study period were found for positive (P = 0.002) and negative (P = 0.02) smoking outcome expectations and attitudes towards cigarette smoking (P = 0.01) within the group using Fume. No statistically significant changes were detected within the website or control groups. Statistically significant differences were not found for the change in outcome variables among the three groups. The number of visits (P < 0.001), number of separate visit days (P < 0.001) and total duration of use (P < 0.001) were larger for the group using Fume than for that using the website. Fume sparked more interest in early adolescents than the website did (P <  0.001). There were no statistically significant differences in opinions about Fume and those regarding the website.
CONCLUSIONS: The intervention with embedded game elements, the health game Fume, was found to be more feasible as a tobacco-related health education intervention than the non-gamified website among early adolescents in light of demand and acceptability (raised interest). Even though no change in anti-smoking self-efficacy was found, the results of this feasibility study demonstrated favorable short-term changes with Fume in some other theory-based determinants of tobacco-related health literacy.
Copyright © 2018 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Adolescent; Feasibility studies; Health education; Health game; Health literacy; Randomized controlled trial; Tobacco

Mesh:

Year:  2018        PMID: 29602430     DOI: 10.1016/j.ijmedinf.2018.02.013

Source DB:  PubMed          Journal:  Int J Med Inform        ISSN: 1386-5056            Impact factor:   4.046


  7 in total

1.  Effectiveness of a web platform on university students' motivation to quit smoking.

Authors:  Alba María Romero-López; Silvia Portero-de-la-Cruz; Manuel Vaquero-Abellán
Journal:  Rev Lat Am Enfermagem       Date:  2020-07-01

Review 2.  Establishing a Working Definition of User Experience for eHealth Interventions of Self-reported User Experience Measures With eHealth Researchers and Adolescents: Scoping Review.

Authors:  Amanda S Newton; Sonja March; Nicole D Gehring; Arlen K Rowe; Ashley D Radomski
Journal:  J Med Internet Res       Date:  2021-12-02       Impact factor: 5.428

3.  Effectiveness of the Portuguese version of Fume in adolescents' health literacy about tobacco.

Authors:  Daniela Lourenço Pinto; Heidi Parisod; Johanna Nyman; Tereza Maria Mendes Dinis de Andrade Barroso
Journal:  Rev Lat Am Enfermagem       Date:  2022

Review 4.  The Impact of Mobile Technology-Delivered Interventions on Youth Well-being: Systematic Review and 3-Level Meta-analysis.

Authors:  Kate Bartolotta; Sarah E Broner; Colleen S Conley; Elizabeth B Raposa; Maya Hareli; Nicola Forbes; Kirsten M Christensen; Mark Assink
Journal:  JMIR Ment Health       Date:  2022-07-29

5.  Using Intervention Mapping to Develop a Media Literacy-Based Smoking Prevention Program for Female Adolescents.

Authors:  Sookyung Kim
Journal:  Int J Environ Res Public Health       Date:  2021-06-10       Impact factor: 3.390

6.  Serious games for smoking prevention and cessation: A systematic review of game elements and game effects.

Authors:  M E Derksen; S van Strijp; A E Kunst; J G Daams; M W M Jaspers; M P Fransen
Journal:  J Am Med Inform Assoc       Date:  2020-05-01       Impact factor: 4.497

7.  Revealing users' experience and social interaction outcomes following a web-based smoking prevention intervention for adolescents: A qualitative study.

Authors:  Georges Elias Khalil; Hua Wang; Karen Sue Calabro; Alexander V Prokhorov
Journal:  PLoS One       Date:  2019-10-17       Impact factor: 3.240

  7 in total

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