Promoting Early Adolescent Non-smoking With a Game Intervention Supporting Self-efficacy

NCT ID: NCT05290103

Last Updated: 2023-05-10

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

781 participants

Study Classification

INTERVENTIONAL

Study Start Date

2022-02-01

Study Completion Date

2022-06-05

Brief Summary

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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.

Detailed Description

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Conditions

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Self Efficacy Smoking

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

PREVENTION

Blinding Strategy

SINGLE

Participants

Study Groups

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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.

Group Type EXPERIMENTAL

Game intervention

Intervention Type BEHAVIORAL

Game intervention consists of 15-30 minutes digital health game playing at school and 2 weeks free usage of the digital health game during free time. In addition, after the 2 weeks period of game playing, 30-minute debriefing sessions with a research are held.

The digital health game includes visualized elements with sound effects that aim at increasing understanding about the consequences of tobacco product use and supporting refusal skills. The health game includes different mini-games and also textual information.

The debriefing sessions with a researcher include small group and group discussions about the themes presented in the game. A researcher leads and teachers facilitate the discussions. The debriefing sessions aim to connect the game experience with daily life situations.

No intervention

The participants in this arm will receive no intervention.

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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Game intervention

Game intervention consists of 15-30 minutes digital health game playing at school and 2 weeks free usage of the digital health game during free time. In addition, after the 2 weeks period of game playing, 30-minute debriefing sessions with a research are held.

The digital health game includes visualized elements with sound effects that aim at increasing understanding about the consequences of tobacco product use and supporting refusal skills. The health game includes different mini-games and also textual information.

The debriefing sessions with a researcher include small group and group discussions about the themes presented in the game. A researcher leads and teachers facilitate the discussions. The debriefing sessions aim to connect the game experience with daily life situations.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Goes to school at 4th, 5th, or 6th grade
* Sufficient skills in Finnish or Swedish

Exclusion Criteria

\-
Minimum Eligible Age

10 Years

Maximum Eligible Age

13 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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University of Turku

OTHER

Sponsor Role lead

Responsible Party

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Johanna Nyman

Doctoral candidate

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Primary schools (n=15)

Nine Cities, , Finland

Site Status

Countries

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Finland

Other Identifiers

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PEANS2022

Identifier Type: -

Identifier Source: org_study_id

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