An Animation- Versus Text-Based Computer-Tailored Game Intervention to Prevent Alcohol Consumption and Binge Drinking in Adolescents: Study Protocol.
Marta Lima-SerranoPablo Fernández-LeónLiesbeth MerckenJosé Manuel Martínez-MontillaHein de VriesPublished in: International journal of environmental research and public health (2021)
The purpose of this paper is to describe the protocol for the design, implementation, and evaluation of an animation- versus text-based computer tailoring game intervention aimed at preventing alcohol consumption and binge drinking (BD) in adolescents. A cluster-randomized controlled trial (CRCT) is carried out in students aged 14-19 enrolled in 24 high schools from Andalusia (Spain), which are randomized either to experimental (EC-1, EC-2) or waiting-list control conditions (CC). EC-1 receives an online intervention (Alerta Alcohol) with personalized health advice, using textual feedback and several gamification techniques. EC-2 receives an improved version (Alerta Alcohol 2.0) using animated videos and new gamification strategies. Both programs consist of nine sessions (seven taking place at high school and two at home): session 1 or baseline, sessions 2 and 3 that provide tailored advice based on the I-Change Model; sessions 4, 5, 7, and 8 are booster sessions, and sessions 6 and 9 are follow-up questionnaires at six and twelve months. The CC completes the baseline and the evaluation questionnaires. The primary outcome is BD within 30 days before post-test evaluations, and as secondary outcomes we assess other patterns of alcohol use. The findings should help the development of future alcohol drinking prevention interventions in adolescents.
Keyphrases
- alcohol consumption
- randomized controlled trial
- study protocol
- young adults
- high school
- physical activity
- smoking cessation
- healthcare
- public health
- open label
- psychometric properties
- primary care
- double blind
- deep learning
- placebo controlled
- clinical trial
- mental health
- current status
- phase iii
- quality improvement
- risk assessment
- high intensity
- phase ii
- working memory
- human health