A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study (Preprint)

Author:

Aneni KammaraucheORCID,Fernandes Claudia-Santi FORCID,Hoerner Lily AORCID,Szapary ClaireORCID,Pendergrass Boomer Tyra MORCID,Fiellin Lynn EORCID

Abstract

BACKGROUND

Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable substance misuse preventive interventions that also address mental health risks. Serious video games offer an engaging, widely scalable method for delivering and implementing preventive interventions. However, there are no video game interventions that focus on preventing opioid misuse among older adolescents, and there are limited existing video game interventions that address mental health.

OBJECTIVE

This study aims to develop and conduct a formative evaluation of a video game intervention to prevent opioid misuse and promote mental health among adolescents aged 16-19 years (<i>PlaySmart</i>). We conducted formative work in preparation for a subsequent randomized controlled trial.

METHODS

We conducted development and formative evaluation of <i>PlaySmart</i> in 3 phases (development, playtesting, and preimplementation) through individual interviews and focus groups with multiple stakeholders (adolescents: n=103; school-based health care providers: n=51; and addiction treatment providers: n=6). <i>PlaySmart</i> content development was informed by the health belief model, the theory of planned behavior, and social cognitive theory. User-centered design principles informed the approach to development and play testing. The Exploration, Preparation, Implementation, and Sustainability framework informed preimplementation activities. Thematic analysis was used to identify themes from interviews and focus groups that informed <i>PlaySmart</i> game content and approaches to future implementation of <i>PlaySmart</i>.

RESULTS

We developed a novel video game <i>PlaySmart</i> for older adolescents that addresses the risk and protective factors for opioid misuse and mental health. Nine themes emerged from the focus groups that provided information regarding game content. Playtesting revealed areas of the game that required improvement, which were modified for the final game. Preimplementation focus groups identified potential barriers and facilitators for implementing <i>PlaySmart</i> in school settings.

CONCLUSIONS

<i>PlaySmart</i> offers a promising digital intervention to address the current opioid and mental health crises among adolescents in a scalable manner.

Publisher

JMIR Publications Inc.

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3