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

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

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02717910
Enrollment
151
Registered
2016-03-24
Start date
2016-03-31
Completion date
2016-06-30
Last updated
2016-10-26

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Smoking Prevention

Keywords

Games, Adolescent, Health education, Smoking, Health literacy

Brief summary

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.

Interventions

BEHAVIORALHealth game

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.

BEHAVIORALWeb page

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.

Sponsors

University of Turku
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
SINGLE (Subject)

Eligibility

Sex/Gender
ALL
Age
10 Years to 13 Years
Healthy volunteers
Yes

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

Design outcomes

Primary

MeasureTime frameDescription
Change in anti-smoking self-efficacyAt baseline and at 2 weeksAssessed with Anti-smoking self-efficacy scale (ASSES)

Secondary

MeasureTime frameDescription
Change in smoking outcome expectationsAt baseline and at 2 weeksAssessed with Smoking Outcome Expectation scale (SOES)
Change in attitudes towards tobacco use questionnaire scoresAt baseline and at 2 weeksAssessed with a 4 point likert-scale questionnaire
Change in tobacco use-related motives questionnaire scoresAt baseline and at 2 weeksAssessed with a 4 point likert-scale questionnaire
Actual use of the interventionDuring 2 weeks periodActual use of the intervention is tracked with log files
Self-assessed interest towards the interventionAt 2 weeksAssessed with a 4 point likert-scale questionnaire

Countries

Finland

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026