Promoting Early Adolescent Non-smoking With a Game Intervention Supporting Self-efficacy
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 781
- 试验地点
- 1
- 主要终点
- Change in smoking refusal self-efficacy
研究概览
简要总结
This intervention study evaluates the effectiveness of a digital game intervention supporting smoking refusal self-efficacy among early adolescents (10-13 y). The participants are randomly allocated to two groups: the experimental group that receives the digital game intervention, and the control group that receives no intervention.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Prevention
- 盲法
- Single (Participant)
入排标准
- 年龄范围
- 10 Years 至 13 Years(Child)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Goes to school at 4th, 5th, or 6th grade
- •Sufficient skills in Finnish or Swedish
排除标准
- 未提供
研究组 & 干预措施
Game intervention
Participants in this arm will receive the game intervention including 15-30 minutes of digital health game playing at school and 2 weeks of free usage of the game during free time and a 30-minute debriefing session with a researcher.
干预措施: Game intervention (Behavioral)
No intervention
The participants in this arm will receive no intervention.
结局指标
主要结局
Change in smoking refusal self-efficacy
时间窗: At baseline, at 2 weeks, and at 3 months
Assessed with a smoking refusal self-efficacy scale (scores 6-24; higher scores indicate stronger smoking refusal self-efficacy).
次要结局
- Change in motivation to decline tobacco use in the future(At baseline, at 2 weeks, and at 3 months)
- Change in sources of refusal self-efficacy related to tobacco use(At baseline, at 2 weeks, and at 3 months)
研究者
Johanna Nyman
Doctoral candidate
University of Turku
