An Animation- Versus Text-based Computer-tailored Game Intervention to Prevent Alcohol Consumption in Adolescents
Condition: Alcohol Drinking; Binge Drinking; Adolescent Behavior
MeSH terms: Binge Drinking; Alcohol Drinking
Study type: Interventional

Summary: 
      This study consists in the design, implementation and evaluation of an animation (Alerta
      Alcohol 2.0)- versus text-based (Alerta Alcohol) computer-tailored game intervention aimed to
      prevent alcohol consumption and binge drinking (BD) in Spanish adolescents. A Cluster
      Randomized Controlled Trial (CRCT) is conducted to test the effectiveness of Alerta Alcohol
      versus Alerta Alcohol 2.0 in students aged 14 to 19 years across 24 high schools from
      Andalusia (southern Spain), which are randomized either to the experimental (EC-1, EC-2) or
      the control conditions (CC).
    

Detailed description: 
      Alcohol use and misuse, and particularly, BD in adolescents are a highly prevalent healthcare
      problem that associates physical and mental health complications and community implications.
      The Alerta Alcohol and Alerta Alcohol 2.0 programs are based on the I-Change Model. A CRCT is
      carried out. The schools from Andalusia are randomized either to the experimental (EC-1,
      EC-2) or the control conditions (CC). The EC-1 receives an online intervention (Alerta
      Alcohol, which has adapted from a previous version) with personalized health advice, using
      textual feedback and several gamification techniques, and consists of nine sessions
      (performing seven of them at the high school): session 1 or baseline, sessions 2 and 3 where
      adolescents are provided with answers related to their views to provide highly specific
      feedback regarding their knowledge, risk perception, self-esteem, attitude, social influence
      and self-efficacy; sessions 4, 5, 7 and 8 are reinforcement sessions (booster sessions) and
      sessions 6 and 9 are follow-up questionnaires at six and twelve months. The EC-2 receives an
      improved version of Alerta Alcohol (Alerta Alcohol 2.0) using animated videos and new
      gamification strategies. The CC just completes the baseline and the evaluation questionnaires
      and then they are allowed to receive the intervention as well (as a waiting list). To test
      the effectiveness, the primary outcome is BD within 30 days prior to evaluation and alcohol
      use (high-intensity drinking, weekly and any consumption) in the previous week as secondary
      outcomes.
    

Intervention name(s): Alerta Alcohol; Alerta Alcohol 2.0
Intervention type(s): Behavioral; Behavioral
Intervention description(s): The intervention consists of preventive messages about the benefits of not consuming alcohol, reducing the positive attitudes and encouraging the negative attitudes towards alcohol drinking and BD, as well as social influence and self-efficacy, by personalized feedback. Skills and action plans are encouraged to help the student to reject BD. This information is presented through different tailored text messages. Moreover, several gamification strategies are used (i.e. offering a challenge, giving different stories and the use of avatars in these stories that take place in three different scenarios: at home, at celebrations and in public places).; The intervention consists of preventive messages about the benefits of not consuming alcohol, reducing the positive attitudes and encouraging the negative attitudes towards alcohol drinking and BD, as well as social influence and self-efficacy, by personalized feedback. Skills and action plans are encouraged to help the student to reject BD. This information is presented through different animated videos. Moreover, new gamification strategies are added (i.e. giving rewards and allocating points that can be accumulated and shown in a progress ranking) to those already used in Alerta Alcohol.
Other intervention name(s): A text-based computer-tailored game intervention; An animation-based computer-tailored game intervention
Intervention MeSH terms: Ethanol
Allocation: Randomized
Intervention model: Parallel Assignment
Intervention model description: The study is performed in 24 high schools from Andalusia (southern Spain), which are randomized either to the experimental (EC-1, EC-2) or the control conditions (CC). The EC-1 receives Alerta Alcohol, with personalized health advice, using textual feedback and several gamification techniques; and consists of nine sessions (performing seven of them at the high school): session 1 or baseline, sessions 2 and 3 where adolescents are provided with answers related to their views to provide highly specific feedback regarding their knowledge, risk perception, self-esteem, attitude, social influence and self-efficacy; sessions 4, 5, 7 and 8 are reinforcement sessions (booster sessions) and sessions 6 and 9 are follow-up questionnaires at six and twelve months. The EC-2 receives Alerta Alcohol 2.0, using animated videos and new gamification strategies. The CC just completes the baseline and the evaluation questionnaires.
Masking: None (Open Label)
Primary purpose: Prevention
Keywords: Alcohol use; Binge drinking; High-intensity drinking; Adolescents; Web-based interventions; Computer-tailoring; Animation