
@article{ref1,
title="An animation- versus text-based computer-tailored game intervention to prevent alcohol consumption and binge drinking in adolescents: study protocol",
journal="International journal of environmental research and public health",
year="2021",
author="Lima-Serrano, Marta and Fernández-León, Pablo and Mercken, Liesbeth and Martínez-Montilla, José Manuel and de Vries, Hein",
volume="18",
number="19",
pages="e9978-e9978",
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.<p /> <p>Language: en</p>",
language="en",
issn="1661-7827",
doi="10.3390/ijerph18199978",
url="http://dx.doi.org/10.3390/ijerph18199978"
}