Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use

BackgroundAttention deficit hyperactivity disorder (ADHD) affects about 13% of adolescents and is associated with substance use-related morbidity and mortality. While evidence on effective interventions to reduce alcohol use among adolescents with ADHD is limited, parent-teen communication about alc...

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Main Authors: Marianne Pugatch, Nathan J. Blum, William J. Barbaresi, Jonathan Rowe, Mark Berna, Sean Hennigan, Alison Giovanelli, Carlos Penilla, Kathleen P. Tebb, Megan Mott, Vikram Kumaran, Sara Buckelew, James C. Lester, Elizabeth Ozer
Format: Article
Language:English
Published: Frontiers Media S.A. 2024-01-01
Series:Frontiers in Education
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Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2023.1183994/full
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author Marianne Pugatch
Nathan J. Blum
William J. Barbaresi
Jonathan Rowe
Mark Berna
Sean Hennigan
Alison Giovanelli
Carlos Penilla
Kathleen P. Tebb
Megan Mott
Vikram Kumaran
Sara Buckelew
James C. Lester
Elizabeth Ozer
Elizabeth Ozer
author_facet Marianne Pugatch
Nathan J. Blum
William J. Barbaresi
Jonathan Rowe
Mark Berna
Sean Hennigan
Alison Giovanelli
Carlos Penilla
Kathleen P. Tebb
Megan Mott
Vikram Kumaran
Sara Buckelew
James C. Lester
Elizabeth Ozer
Elizabeth Ozer
author_sort Marianne Pugatch
collection DOAJ
description BackgroundAttention deficit hyperactivity disorder (ADHD) affects about 13% of adolescents and is associated with substance use-related morbidity and mortality. While evidence on effective interventions to reduce alcohol use among adolescents with ADHD is limited, parent-teen communication about alcohol use has been found to be protective. Other approaches, such as educational interventions, hold promise to reduce alcohol-related harms in adolescents with ADHD. Digital technology offers an innovative approach to health behavior change, expanding access to services and may promote learning for neurodiverse youth, including teens with ADHD. INSPIRE, a narrative-centered game-based behavior change environment designed to promote self-regulation and self-efficacy to prevent risky alcohol use has been found to engage a general adolescent population. The goals of this pilot study are (1) to examine the engagement of youth with ADHD in INSPIRE; and (2) to examine if INSPIRE fosters parent-teen communication.MethodAdolescents diagnosed with ADHD aged 14–16 were recruited from developmental medicine clinics and invited to a focus group offered via Zoom. Participants completed a pre-survey, interacted with the INSPIRE game, and answered a post-survey as well as open-ended questions about their gaming experience during the focus group. Engagement was measured through both self-report using subscales from the User Engagement Scale and computer data; survey and qualitative data collected information on parent-teen communication. Univariate statistics described adolescent characteristics, Rank-sum and Fisher’s exact tests examined relationships among variables, and qualitative analysis identified themes in open-ended questions.ResultsOf adolescent participants (N = 40), 45% identified as female, 17.5% Black, 7.5%, Hispanic, and 62.5% White. Post-survey mean engagement subscales of Usability (on a 5-point scale) was 3.67 (SD = 0.74), and Satisfaction was 3.63 (SD = 0.75). Computer data indicated that participants played the game for a median of 24 min. Adolescents shared that playing the game strengthened refusal skills and their ability to navigate social gatherings with alcohol. Post-survey, 63% planned to share information from INSPIRE with a parent.ConclusionFindings suggest that INSPIRE may support facilitating youth with ADHD to learn the developmental competencies needed to mitigate risk and thrive. INSPIRE warrants further testing to explore its impact on alcohol use in youth with ADHD.
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spelling doaj.art-a8d89149d0284c98a0b27786200282892024-01-05T05:03:01ZengFrontiers Media S.A.Frontiers in Education2504-284X2024-01-01810.3389/feduc.2023.11839941183994Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol useMarianne Pugatch0Nathan J. Blum1William J. Barbaresi2Jonathan Rowe3Mark Berna4Sean Hennigan5Alison Giovanelli6Carlos Penilla7Kathleen P. Tebb8Megan Mott9Vikram Kumaran10Sara Buckelew11James C. Lester12Elizabeth Ozer13Elizabeth Ozer14Division of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA, United StatesDivision of Developmental and Behavioral Pediatrics, Children’s Hospital of Philadelphia, Philadelphia, PA, United StatesDivision of Developmental Medicine, Boston Children’s Hospital, Boston, MA, United StatesDepartment of Computer Science, North Carolina State University, Raleigh, NC, United StatesDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA, United StatesDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA, United StatesDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA, United StatesDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA, United StatesDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA, United StatesDepartment of Computer Science, The University of North Carolina at Chapel Hill, Chapel Hill, NC, United StatesDepartment of Computer Science, The College of Engineering, North Carolina State University, Raleigh, NC, United StatesDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA, United StatesDepartment of Computer Science, North Carolina State University, Raleigh, NC, United StatesDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA, United StatesOffice of Diversity and Outreach, University of California, San Francisco, San Francisco, CA, United StatesBackgroundAttention deficit hyperactivity disorder (ADHD) affects about 13% of adolescents and is associated with substance use-related morbidity and mortality. While evidence on effective interventions to reduce alcohol use among adolescents with ADHD is limited, parent-teen communication about alcohol use has been found to be protective. Other approaches, such as educational interventions, hold promise to reduce alcohol-related harms in adolescents with ADHD. Digital technology offers an innovative approach to health behavior change, expanding access to services and may promote learning for neurodiverse youth, including teens with ADHD. INSPIRE, a narrative-centered game-based behavior change environment designed to promote self-regulation and self-efficacy to prevent risky alcohol use has been found to engage a general adolescent population. The goals of this pilot study are (1) to examine the engagement of youth with ADHD in INSPIRE; and (2) to examine if INSPIRE fosters parent-teen communication.MethodAdolescents diagnosed with ADHD aged 14–16 were recruited from developmental medicine clinics and invited to a focus group offered via Zoom. Participants completed a pre-survey, interacted with the INSPIRE game, and answered a post-survey as well as open-ended questions about their gaming experience during the focus group. Engagement was measured through both self-report using subscales from the User Engagement Scale and computer data; survey and qualitative data collected information on parent-teen communication. Univariate statistics described adolescent characteristics, Rank-sum and Fisher’s exact tests examined relationships among variables, and qualitative analysis identified themes in open-ended questions.ResultsOf adolescent participants (N = 40), 45% identified as female, 17.5% Black, 7.5%, Hispanic, and 62.5% White. Post-survey mean engagement subscales of Usability (on a 5-point scale) was 3.67 (SD = 0.74), and Satisfaction was 3.63 (SD = 0.75). Computer data indicated that participants played the game for a median of 24 min. Adolescents shared that playing the game strengthened refusal skills and their ability to navigate social gatherings with alcohol. Post-survey, 63% planned to share information from INSPIRE with a parent.ConclusionFindings suggest that INSPIRE may support facilitating youth with ADHD to learn the developmental competencies needed to mitigate risk and thrive. INSPIRE warrants further testing to explore its impact on alcohol use in youth with ADHD.https://www.frontiersin.org/articles/10.3389/feduc.2023.1183994/fullpreventiontechnologyadolescentalcohol-related disordersparentingattention deficit hyperactivity disorder
spellingShingle Marianne Pugatch
Nathan J. Blum
William J. Barbaresi
Jonathan Rowe
Mark Berna
Sean Hennigan
Alison Giovanelli
Carlos Penilla
Kathleen P. Tebb
Megan Mott
Vikram Kumaran
Sara Buckelew
James C. Lester
Elizabeth Ozer
Elizabeth Ozer
Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use
Frontiers in Education
prevention
technology
adolescent
alcohol-related disorders
parenting
attention deficit hyperactivity disorder
title Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use
title_full Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use
title_fullStr Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use
title_full_unstemmed Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use
title_short Engagement of adolescents with ADHD in a narrative-centered game-based behavior change environment to reduce alcohol use
title_sort engagement of adolescents with adhd in a narrative centered game based behavior change environment to reduce alcohol use
topic prevention
technology
adolescent
alcohol-related disorders
parenting
attention deficit hyperactivity disorder
url https://www.frontiersin.org/articles/10.3389/feduc.2023.1183994/full
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