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An Animation- Versus Text-Based Computer-Tailored Game Intervention to Prevent Alcohol Consumption and Binge Drinking in Adolescents: Study Protocol

Author

Listed:
  • Marta Lima-Serrano

    (Department of Nursing, School of Nursing, Physiotherapy and Podiatry, University of Seville, 41009 Seville, Spain)

  • Pablo Fernández-León

    (Department of Nursing, School of Nursing, Physiotherapy and Podiatry, University of Seville, 41009 Seville, Spain
    Department of Health Promotion, CAPHRI Care and Public Health Research Institute, Maastricht University, 6229 HA Maastricht, The Netherlands)

  • Liesbeth Mercken

    (Department of Health Promotion, CAPHRI Care and Public Health Research Institute, Maastricht University, 6229 HA Maastricht, The Netherlands
    Department of Health Psychology, Open University Heerlen, 6419 AT Heerlen, The Netherlands)

  • José Manuel Martínez-Montilla

    (Spanish Red Cross Nursing School, University of Seville, 41009 Seville, Spain)

  • Hein de Vries

    (Department of Health Promotion, CAPHRI Care and Public Health Research Institute, Maastricht University, 6229 HA Maastricht, The Netherlands)

Abstract

The purpose of this paper is to describe the protocol for the design, implementation, and evaluation of an animation- versus text-based computer tailoring game intervention aimed at preventing alcohol consumption and binge drinking (BD) in adolescents. A cluster-randomized controlled trial (CRCT) is carried out in students aged 14–19 enrolled in 24 high schools from Andalusia (Spain), which are randomized either to experimental (EC-1, EC-2) or waiting-list control conditions (CC). EC-1 receives an online intervention (Alerta Alcohol) with personalized health advice, using textual feedback and several gamification techniques. EC-2 receives an improved version (Alerta Alcohol 2.0) using animated videos and new gamification strategies. Both programs consist of nine sessions (seven taking place at high school and two at home): session 1 or baseline, sessions 2 and 3 that provide tailored advice based on the I-Change Model; sessions 4, 5, 7, and 8 are booster sessions, and sessions 6 and 9 are follow-up questionnaires at six and twelve months. The CC completes the baseline and the evaluation questionnaires. The primary outcome is BD within 30 days before post-test evaluations, and as secondary outcomes we assess other patterns of alcohol use. The findings should help the development of future alcohol drinking prevention interventions in adolescents.

Suggested Citation

  • Marta Lima-Serrano & Pablo Fernández-León & Liesbeth Mercken & José Manuel Martínez-Montilla & Hein de Vries, 2021. "An Animation- Versus Text-Based Computer-Tailored Game Intervention to Prevent Alcohol Consumption and Binge Drinking in Adolescents: Study Protocol," IJERPH, MDPI, vol. 18(19), pages 1-16, September.
  • Handle: RePEc:gam:jijerp:v:18:y:2021:i:19:p:9978-:d:640901
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    References listed on IDEAS

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    1. José Manuel Martínez-Montilla & Liesbeth Mercken & Marta Lima-Serrano & Hein de Vries & Joaquín S. Lima-Rodríguez, 2020. "Why are Spanish Adolescents Binge Drinkers? Focus Group with Adolescents and Parents," IJERPH, MDPI, vol. 17(10), pages 1-21, May.
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