Promoting Early Adolescent Non-smoking With a Game Intervention Supporting Self-efficacy

NACompletedINTERVENTIONAL
Enrollment

781

Participants

Timeline

Start Date

February 1, 2022

Primary Completion Date

June 5, 2022

Study Completion Date

June 5, 2022

Conditions
Self EfficacySmoking
Interventions
BEHAVIORAL

Game intervention

"Game intervention consists of 15-30 minutes digital health game playing at school and 2 weeks free usage of the digital health game during free time. In addition, after the 2 weeks period of game playing, 30-minute debriefing sessions with a research are held.~The digital health game includes visualized elements with sound effects that aim at increasing understanding about the consequences of tobacco product use and supporting refusal skills. The health game includes different mini-games and also textual information.~The debriefing sessions with a researcher include small group and group discussions about the themes presented in the game. A researcher leads and teachers facilitate the discussions. The debriefing sessions aim to connect the game experience with daily life situations."

Trial Locations (1)

Unknown

Primary schools (n=15), Nine Cities

All Listed Sponsors
lead

University of Turku

OTHER