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Videogame for the Prevention of Doping and Supplement Abuse in Teenage Athletes

Not Applicable
Conditions
Performance Enhancing Product Use
Doping in Sport
Interventions
Behavioral: Videogame
Behavioral: Control
Registration Number
NCT04203992
Lead Sponsor
McGill University
Brief Summary

The purpose of this research is to test the effectiveness of an interactive doping education videogame among student athletes. Specifically, the game will teach athletes aged 13-16 years about the risks of doping and will foster the values, motivation, and behavioural skills needed to avoid temptation and pressure to dope. The investigators hypothesize that student athletes who play the intervention game will have lower use of banned substances and sport supplements, greater intentions to stay clean, and will also show improvements in the cognitive and motivational antecedents to doping when compared to a control condition.

Detailed Description

284 student athletes will be enrolled in this two-arm quasi-experimental study. The participants will be boys and girls, aged 13 to 16 years who compete in any sport. Participants will be recruited and enrolled through partnerships with their school physical education and/or sport programs. Participants will complete baseline questionnaires assessing demographics, history of sport participation, and psychological variables related to doping prevention including knowledge, doping self-regulatory efficacy, motivation, attitudes, intentions, perceived norms, doping refusal, substance use behaviours, and doping related protective behaviours (e.g., checking the list of ingredients on medications). Participants will then be assigned to either an intervention group (n = 142; the doping videogame the investigators are developing) or a comparison group (n = 142). The comparison group will be given printed educational materials about doping education, developed by an accredited source (e.g., UNESCO). Assignment to the intervention or comparison group will be conducted at the level of the school to reduce the potential for contamination that could occur if intervention and comparison students were interacting in their school environment and sharing information they learned from the game. Participants from the intervention group will play five, 60-minute sessions over the course of one month (5 hours of total gameplay). Before the gameplay sessions begin, the Project Director and research assistants will orient the intervention group participants to the use of the intervention videogame. Players will be given a tutorial on an iPad demonstrating the mechanics of the game and how to use the iPad. Each player will have their own dedicated iPad that they will use during each game play session (this will be provided by the research team). Shortly after the last gameplay session is completed, participants from both groups will be asked to complete a questionnaire assessing the same psychological variables assessed at baseline as well as their gameplay experience. The psychological variables will also be assessed at three, six, and 12 month follow-ups.

Recruitment & Eligibility

Status
UNKNOWN
Sex
All
Target Recruitment
284
Inclusion Criteria
  • Subject competes in a competitive sport at the high school level or higher
  • Able to read and understand English
Exclusion Criteria
  • None

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
VideogameVideogameEducational videogame, five 60-minute sessions over one month
BookletControlEducational booklet, one session
Primary Outcome Measures
NameTimeMethod
Use of banned substances12 months

Self-reported use of banned substances for performance enhancement or recovery in sport.

This outcome will be measured using a self-reported questionnaire.

Scale: Performance-Enhancing Substances and Methods Use

Minimum value: 1 - extremely unlikely (better outcome)

Maximum value: 7 - extremely likely (worse outcome)

Use of sport supplements12 months

Self-reported use of supplements for performance enhancement or recovery in sport.

This outcome will be measured using a self-reported questionnaire.

Scale: Performance-Enhancing Substances and Methods Use

Minimum value: 1 - extremely unlikely (better outcome)

Maximum value: 7 - extremely likely (worse outcome)

Intentions to use banned substances and sport supplements12 months

Self-reported intentions of using banned substances or supplements for performance enhancement or recovery in sport.

This outcome will be measured using a self-reported questionnaire.

Scale: Performance-Enhancing Substances and Methods Use

Minimum value: 1 - extremely unlikely (better outcome)

Maximum value: 7 - extremely likely (worse outcome)

Secondary Outcome Measures
NameTimeMethod
Knowledge12 months

Knowledge of anti-doping rules, definitions and consequences of doping.

This outcome will be assessed using a True/False questionnaire.

Doping Self-Regulatory Efficacy12 months

Self-efficacy for refusing doping under a variety of pressure situations.

This outcome will be measured using a validated questionnaire.

Scale: Doping Self-Regulatory Efficacy

Minimum value: 1 - no confidence (better outcome)

Maximum value: 5 - complete confidence (worse outcome)

Motivation12 months

Motivations for abstaining from doping.

This outcome will be measured using an adaptation of a validated questionnaire.

Scale: Treatment Self-Regulation Questionnaire for the Avoidance of Doping in Sport

Minimum value: 1 - not true at all (worse outcome)

Maximum value: 7 - very true (better outcome)

Attitudes12 months

Attitudes towards doping in sport.

This outcome will be measured using a subscale from a validated questionnaire.

Scale: The Adolescent Sport Doping Inventory

Minimum value: 1 - strongly disagree (worse outcome)

Maximum value: 7 - strongly agree (better outcome)

Note: some items are reverse-scored

Anti-doping protective behaviours12 months

Self-reported engagement in behaviours linked to doping abstinence.

Scale: Microbehaviours

Minimum value: 1 - never (worse outcome)

Maximum value: 7 - always (better outcome)

Doping refusal12 months

Self-report of having refused a supplement or performance-enhancing substance.

This outcome will be assessed using a Yes (worse outcome) or No (better outcome) questionnaire.

Gameplay experience1 month

Enjoyment and acceptability of the True Champion videogame among players assigned to the intervention condition.

This outcome will be assessed using a questionnaire we have created. Answers will range from "strongly disagree" to "strongly agree".

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