Digital Health Game as an Intervention Supporting Tobacco-related Health Literacy in Early Adolescents

Study Overview
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Brief Summary
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This feasibility study evaluates acceptability and preliminary effectiveness of a digital health game as an intervention supporting tobacco-related health literacy in 10- to 13-year-old early adolescents. One third of the study participants will receive the health game, on third a web page with similar content and one third will act as a control group without intervention.

Official Title
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Digital Health Game as an Intervention Supporting Tobacco-related Health Literacy in Early Adolescents: a Feasibility Study

Conditions
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Smoking Prevention

Intervention / Treatment
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* Behavioral: Health game
* Behavioral: Web page


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Goes to school at 4th, 5th or 6th grade Understands and can communicate either in Finnish, Swedish or English Has daily access to either a smart phone or tablet computer during free time Exclusion Criteria: Takes part to specialized education

Ages Eligible for Study
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Minimum Age: 10 Years
Maximum Age: 13 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Prevention
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Health game group<br>Participants in this arm will receive the health game intervention including both 20 minutes guided training session at school and 2 weeks free usage of the health game during free time. | Behavioral: Health game<br>* Health game intervention consists of 20 minutes guided training session with the health game at school and 2 weeks free usage of the health game via own smart phone or tablet computer during free time. The health game includes textual information about the consequences of tobacco use, but also visualized elements that aim at supporting understanding of the information, and motivation and ability to use the information in daily life situations. The visualized content is presented in a format of a game including tasks, rules, goals, rewards and opponents. There are also sound effects and background music included in the game.<br>|
| Sham Comparator: Web page group<br>Participants in this arm will receive the web page intervention including both 20 minutes guided training session at school and 2 weeks free usage of the web page during free time. | Behavioral: Web page<br>* Web page intervention consists of 20 minutes guided training session with the web page at school and 2 weeks free usage of the web page via own smart phone or tablet computer during free time. The web page includes textual information about the consequences of tobacco use, but also visualized elements that aim at supporting understanding of the information, and motivation and ability to use the information in daily life situations. The visualized elements are presented with pictures and video clips. These visualized elements do NOT contain game elements (NO activating tasks, rules, goals, rewards or opponents). The video clips contain sound effects, but no background music.<br>|
| No Intervention: Group with no intervention<br>The participants in this arm will receive no intervention. | |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change in anti-smoking self-efficacy | Assessed with Anti-smoking self-efficacy scale (ASSES) | At baseline and at 2 weeks | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change in smoking outcome expectations | Assessed with Smoking Outcome Expectation scale (SOES) | At baseline and at 2 weeks | 
| Change in attitudes towards tobacco use questionnaire scores | Assessed with a 4 point likert-scale questionnaire | At baseline and at 2 weeks | 
| Change in tobacco use-related motives questionnaire scores | Assessed with a 4 point likert-scale questionnaire | At baseline and at 2 weeks | 
| Actual use of the intervention | Actual use of the intervention is tracked with log files | During 2 weeks period | 
| Self-assessed interest towards the intervention | Assessed with a 4 point likert-scale questionnaire | At 2 weeks | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Games, Adolescent, Health education, Smoking, Health literacy