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Games Health J ; 4(2): 136-44, 2015 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26181807

RESUMO

OBJECTIVE: The purpose of this study was to test the feasibility and acceptability of a novel online adolescent substance abuse relapse prevention tool, "Arise" (3C Institute, Cary, NC). The program uses an innovative platform including interactive instructional segments and skill-building games to help adolescents learn and practice coping skills training strategies. MATERIALS AND METHODS: We conducted a pilot test with nine adolescents in substance abuse treatment (44 percent female) and a feasibility test with treatment providers (n=8; 50 percent female). Adolescents interacted with the program via a secure Web site for approximately 30 minutes for each of two instructional units. Treatment providers reviewed the same material at their own pace. All participants completed a questionnaire with items assessing usability, acceptability, understanding, and subjective experience of the program. RESULTS: Regarding feasibility, recruitment of this population within the study constraints proved challenging, but participant retention in the trial was high (no attrition). Adolescents and treatment providers completed the program with no reported problems, and overall we were able to collect data as planned. Regarding acceptability, the program received strong ratings from both adolescents and providers, who found the prototype informative, engaging, and appealing. Both groups strongly recommended continuing development. CONCLUSIONS: We were able to deliver the intervention as intended, and acceptability ratings were high, demonstrating the feasibility and acceptability of online delivery of engaging interactive interventions. This study contributes to our understanding of how interactive technologies, including games, can be used to modify behavior in substance abuse treatment and other health areas.


Assuntos
Comportamento do Adolescente/psicologia , Instrução por Computador/instrumentação , Prevenção Secundária/métodos , Transtornos Relacionados ao Uso de Substâncias/terapia , Jogos de Vídeo , Adolescente , Adulto , Estudos de Viabilidade , Feminino , Pessoal de Saúde , Humanos , Internet , Masculino , Pessoa de Meia-Idade , Cooperação do Paciente , Seleção de Pacientes , Projetos Piloto , Autocuidado , Inquéritos e Questionários
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