跳至主要内容
临床试验/NCT04203992
NCT04203992Unknown不适用

TRUE CHAMPION: An Educational Videogame Intervention for the Prevention of Doping and Supplement Abuse in Teenage Athletes

McGill University0 个研究点目标入组 284 人开始时间: 2020年11月1日最近更新:
适应症
干预措施

试验速览

阶段
不适用
入组人数
284
主要终点
Use of banned substances

研究概览

简要总结

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.

详细描述

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.

研究设计

研究类型
Interventional
分配方式
Non Randomized
干预模型
Parallel
主要目的
Prevention
盲法
None

入排标准

年龄范围
13 Years 至 16 Years(Child)
性别
All
接受健康志愿者
是

入选标准

  • •Subject competes in a competitive sport at the high school level or higher
  • •Able to read and understand English

排除标准

  • 未提供

研究组 & 干预措施

Videogame

Experimental

Educational videogame, five 60-minute sessions over one month

干预措施: Videogame (Behavioral)

Booklet

Active Comparator

Educational booklet, one session

干预措施: Control (Behavioral)

结局指标

主要结局

Use of banned substances

时间窗: 12 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 supplements

时间窗: 12 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 supplements

时间窗: 12 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)

次要结局

  • Knowledge(12 months)
  • Doping Self-Regulatory Efficacy(12 months)
  • Motivation(12 months)
  • Attitudes(12 months)
  • Anti-doping protective behaviours(12 months)
  • Doping refusal(12 months)
  • Gameplay experience(1 month)

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Lindsay Duncan

Associate Professor, William Dawson Scholar

McGill University

相似试验