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Completed

NCT Number: NCT02717910

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

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.

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Key information

Age range

10 year–13 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Primary schools (n=6)

Three Cities, Southwest Finland, Finland

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

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

Treatment and study plan

Health game

Behavioral

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.

Web page

Behavioral

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.

Primary outcomes

  1. Change in anti-smoking self-efficacy

    Time frame: At baseline and at 2 weeks

    Assessed with Anti-smoking self-efficacy scale (ASSES)

Secondary outcomes

  1. Change in smoking outcome expectations

    Time frame: At baseline and at 2 weeks

    Assessed with Smoking Outcome Expectation scale (SOES)

  2. Change in attitudes towards tobacco use questionnaire scores

    Time frame: At baseline and at 2 weeks

    Assessed with a 4 point likert-scale questionnaire

  3. Change in tobacco use-related motives questionnaire scores

    Time frame: At baseline and at 2 weeks

    Assessed with a 4 point likert-scale questionnaire

  4. Actual use of the intervention

    Time frame: During 2 weeks period

    Actual use of the intervention is tracked with log files

  5. Self-assessed interest towards the intervention

    Time frame: At 2 weeks

    Assessed with a 4 point likert-scale questionnaire

Sponsors and collaborators

Lead sponsor

University of Turku

Other

Registry information

Official study title

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

Important dates

Study start
2016
Primary completion
2016
Study completion
2016
First posted
Mar 24, 2016
Registry last updated
Oct 26, 2016

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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