让患有多动症的青少年参与以叙事为中心、基于游戏的行为改变环境,以减少酒精的使用

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Frontiers in Education Pub Date : 2024-01-05 DOI:10.3389/feduc.2023.1183994
M. Pugatch, Nathan J. Blum, William J. Barbaresi, Jonathan Rowe, Mark Berna, Sean Hennigan, A. Giovanelli, C. Penilla, K. Tebb, Megan Mott, Vikram Kumaran, Sara Buckelew, James C. Lester, Elizabeth Ozer
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引用次数: 0

摘要

注意力缺陷多动障碍(ADHD)影响着约 13% 的青少年,并与药物使用相关的发病率和死亡率有关。虽然减少注意力缺陷多动障碍青少年饮酒的有效干预措施证据有限,但已发现父母与青少年就饮酒问题进行沟通具有保护作用。教育干预等其他方法也有望减少酒精对多动症青少年的伤害。数字技术为改变健康行为提供了一种创新方法,扩大了服务的可及性,并可促进神经多样化青少年(包括多动症青少年)的学习。INSPIRE是一种以叙事为中心、基于游戏的行为改变环境,旨在促进自我调节和自我效能,以预防危险饮酒,它已被发现能够吸引普通青少年群体。这项试点研究的目标是:(1)研究患有多动症的青少年参与 INSPIRE 的情况;(2)研究 INSPIRE 是否促进了父母与青少年之间的沟通。我们从发育医学诊所招募了被诊断患有多动症的 14-16 岁青少年,并邀请他们参加通过 Zoom 提供的焦点小组。参与者填写了一份前期调查问卷,与 INSPIRE 游戏进行了互动,并在焦点小组中回答了后期调查问卷以及有关其游戏体验的开放式问题。参与度是通过用户参与度量表的子量表自我报告和计算机数据来衡量的;调查和定性数据收集了父母与青少年交流的信息。单变量统计描述了青少年的特征,秩和检验和费雪精确检验检验了变量之间的关系,定性分析确定了开放式问题的主题。在青少年参与者(N = 40)中,45% 为女性,17.5% 为黑人,7.5% 为西班牙裔,62.5% 为白人。调查后的平均参与度分量表中,可用性(5 分制)为 3.67(SD = 0.74),满意度为 3.63(SD = 0.75)。计算机数据显示,参与者玩游戏的时间中位数为 24 分钟。青少年分享说,玩游戏增强了他们的拒绝技能和驾驭酒类社交聚会的能力。调查结果表明,INSPIRE 可帮助患有多动症的青少年学习降低风险和茁壮成长所需的发展能力。INSPIRE 值得进一步测试,以探索其对多动症青少年饮酒的影响。
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Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use
Attention deficit hyperactivity disorder (ADHD) affects about 13% of adolescents and is associated with substance use-related morbidity and mortality. While evidence on effective interventions to reduce alcohol use among adolescents with ADHD is limited, parent-teen communication about alcohol use has been found to be protective. Other approaches, such as educational interventions, hold promise to reduce alcohol-related harms in adolescents with ADHD. Digital technology offers an innovative approach to health behavior change, expanding access to services and may promote learning for neurodiverse youth, including teens with ADHD. INSPIRE, a narrative-centered game-based behavior change environment designed to promote self-regulation and self-efficacy to prevent risky alcohol use has been found to engage a general adolescent population. The goals of this pilot study are (1) to examine the engagement of youth with ADHD in INSPIRE; and (2) to examine if INSPIRE fosters parent-teen communication.Adolescents diagnosed with ADHD aged 14–16 were recruited from developmental medicine clinics and invited to a focus group offered via Zoom. Participants completed a pre-survey, interacted with the INSPIRE game, and answered a post-survey as well as open-ended questions about their gaming experience during the focus group. Engagement was measured through both self-report using subscales from the User Engagement Scale and computer data; survey and qualitative data collected information on parent-teen communication. Univariate statistics described adolescent characteristics, Rank-sum and Fisher’s exact tests examined relationships among variables, and qualitative analysis identified themes in open-ended questions.Of adolescent participants (N = 40), 45% identified as female, 17.5% Black, 7.5%, Hispanic, and 62.5% White. Post-survey mean engagement subscales of Usability (on a 5-point scale) was 3.67 (SD = 0.74), and Satisfaction was 3.63 (SD = 0.75). Computer data indicated that participants played the game for a median of 24 min. Adolescents shared that playing the game strengthened refusal skills and their ability to navigate social gatherings with alcohol. Post-survey, 63% planned to share information from INSPIRE with a parent.Findings suggest that INSPIRE may support facilitating youth with ADHD to learn the developmental competencies needed to mitigate risk and thrive. INSPIRE warrants further testing to explore its impact on alcohol use in youth with ADHD.
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来源期刊
Frontiers in Education
Frontiers in Education Social Sciences-Education
CiteScore
2.90
自引率
8.70%
发文量
887
审稿时长
14 weeks
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