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

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. S...

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Detalles Bibliográficos
Autores principales: Aneni, Kammarauche, Fernandes, Claudia-Santi F, Hoerner, Lily A, Szapary, Claire, Pendergrass Boomer, Tyra M, Fiellin, Lynn E
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10656656/
https://www.ncbi.nlm.nih.gov/pubmed/37921851
http://dx.doi.org/10.2196/46912
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author Aneni, Kammarauche
Fernandes, Claudia-Santi F
Hoerner, Lily A
Szapary, Claire
Pendergrass Boomer, Tyra M
Fiellin, Lynn E
author_facet Aneni, Kammarauche
Fernandes, Claudia-Santi F
Hoerner, Lily A
Szapary, Claire
Pendergrass Boomer, Tyra M
Fiellin, Lynn E
author_sort Aneni, Kammarauche
collection PubMed
description 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 (PlaySmart). We conducted formative work in preparation for a subsequent randomized controlled trial. METHODS: We conducted development and formative evaluation of PlaySmart 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). PlaySmart 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 PlaySmart game content and approaches to future implementation of PlaySmart. RESULTS: We developed a novel video game PlaySmart 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 PlaySmart in school settings. CONCLUSIONS: PlaySmart offers a promising digital intervention to address the current opioid and mental health crises among adolescents in a scalable manner.
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spelling pubmed-106566562023-11-03 A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study Aneni, Kammarauche Fernandes, Claudia-Santi F Hoerner, Lily A Szapary, Claire Pendergrass Boomer, Tyra M Fiellin, Lynn E JMIR Serious Games Original Paper 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 (PlaySmart). We conducted formative work in preparation for a subsequent randomized controlled trial. METHODS: We conducted development and formative evaluation of PlaySmart 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). PlaySmart 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 PlaySmart game content and approaches to future implementation of PlaySmart. RESULTS: We developed a novel video game PlaySmart 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 PlaySmart in school settings. CONCLUSIONS: PlaySmart offers a promising digital intervention to address the current opioid and mental health crises among adolescents in a scalable manner. JMIR Publications 2023-11-03 /pmc/articles/PMC10656656/ /pubmed/37921851 http://dx.doi.org/10.2196/46912 Text en ©Kammarauche Aneni, Claudia-Santi F Fernandes, Lily A Hoerner, Claire Szapary, Tyra M Pendergrass Boomer, Lynn E Fiellin. Originally published in JMIR Serious Games (https://games.jmir.org), 03.11.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Aneni, Kammarauche
Fernandes, Claudia-Santi F
Hoerner, Lily A
Szapary, Claire
Pendergrass Boomer, Tyra M
Fiellin, Lynn E
A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
title A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
title_full A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
title_fullStr A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
title_full_unstemmed A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
title_short A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
title_sort video game intervention to prevent opioid misuse among older adolescents: development and preimplementation study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10656656/
https://www.ncbi.nlm.nih.gov/pubmed/37921851
http://dx.doi.org/10.2196/46912
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