背景:在青春期,物质使用和数字媒体接触通常达到高峰,可能成为主要的健康风险。预防活动主要在正规学校环境中实施,这个系统之外的年轻人无法到达。专门为职业学生开发了一个移动应用程序(“MeineZeitohne”),鼓励参与者自愿减少或放弃自我选择的成瘾行为,包括使用某种物质,赌博,或与媒体相关的习惯,如游戏或社交媒体使用2周。一项随机研究的结果表明,使用该应用程序后,对促进健康的行为改变有显著影响。这项探索性研究的重点是这项研究的干预部分,专注于接受和差异有效性。
目的:这项研究的目的是(1)检查使用该应用程序的参与者的特征,(2)根据应用程序的使用方式和参与者的特征,探索移动干预的有效性,(3)研究应用使用的变化与参与者的基线特征如何相关。
方法:分析干预组研究参与者的日志数据,包括应用程序使用频率(天),选择特定的挑战,和个人相关性(即,用户高于某个成瘾行为的预定义风险分数)挑战选择(“一致使用”:例如,吸烟者选择了与减少或戒烟相关的挑战)。二分结果(变化与无变化)指的是过去一个月的药物使用,赌博,与媒体相关的行为。使用二进制分析了这些变量之间的关系,多层次,混合效应逻辑回归模型。
结果:干预组包括2367名职业学生,1458(61.6%;平均年龄19.0,SD3.5岁;830/1458,男性56.9%)提供了完整的数据。在这1458名学生中,894(61.3%)开始挑战,可以包括在分析中(平均18.7,SD3.5年;363/894,40.6%女性)。在这894名学生中,466名(52.1%)被认为是频繁使用的应用程序用户,在2周内活跃使用超过4天。分析样本中最常选择的挑战领域与社交媒体使用有关(332/894,37.1%)。在894名学生中,共有407名(45.5%)选择了与个人相关的行为领域的挑战。当个人挑战选择的区域等于行为改变的区域时,应用程序使用对结果的影响更高,挑战选择与个人相关的行为有关,个人从事不同成瘾行为的风险很高。
结论:该计划的特定领域有效性得到证实,行为领域之间没有溢出。有效性似乎取决于应用程序的使用和用户的特征。
背景:德国临床试验注册DRKS00023788;https://tinyurl.com/4pzpjkmj。
■RR2-10.1186/s13063-022-06231-x。
BACKGROUND: During adolescence, substance use and digital media exposure usually peak and can become major health risks. Prevention activities are mainly implemented in the regular school setting, and youth outside this system are not reached. A mobile app (\"Meine Zeit ohne\") has been developed specifically for vocational students and encourages participants to voluntarily reduce or abstain from a self-chosen addictive behavior including the use of a substance,
gambling, or a media-related habit such as gaming or social media use for 2 weeks. Results from a randomized study indicate a significant impact on health-promoting behavior change after using the app. This exploratory study focuses on the intervention arm of this study, focusing on acceptance and differential effectiveness.
OBJECTIVE: The aims of this study were (1) to examine the characteristics of participants who used the app, (2) to explore the effectiveness of the mobile intervention depending on how the app was used and depending on participants\' characteristics, and (3) to study how variations in app use were related to participants\' baseline characteristics.
METHODS: Log data from study participants in the intervention group were analyzed including the frequency of app use (in days), selection of a specific challenge, and personal relevance (ie, the user was above a predefined risk score for a certain addictive behavior) of challenge selection (\"congruent use\": eg, a smoker selected a challenge related to reducing or quitting smoking). Dichotomous outcomes (change vs no change) referred to past-month substance use,
gambling, and media-related behaviors. The relationship between these variables was analyzed using binary, multilevel, mixed-effects logistic regression models.
RESULTS: The intervention group consisted of 2367 vocational students, and 1458 (61.6%; mean age 19.0, SD 3.5 years; 830/1458, 56.9% male) of them provided full data. Of these 1458 students, 894 (61.3%) started a challenge and could be included in the analysis (mean 18.7, SD 3.5 years; 363/894, 40.6% female). Of these 894 students, 466 (52.1%) were considered frequent app users with more than 4 days of active use over the 2-week period. The challenge area most often chosen in the analyzed sample was related to social media use (332/894, 37.1%). A total of 407 (45.5%) of the 894 students selected a challenge in a behavioral domain of personal relevance. The effects of app use on outcomes were higher when the area of individual challenge choice was equal to the area of behavior change, challenge choice was related to a behavior of personal relevance, and the individual risk of engaging in different addictive behaviors was high.
CONCLUSIONS: The domain-specific effectiveness of the program was confirmed with no spillover between behavioral domains. Effectiveness appeared to be dependent on app use and users\' characteristics.
BACKGROUND: German Clinical Trials Register DRKS00023788; https://tinyurl.com/4pzpjkmj.
UNASSIGNED: RR2-10.1186/s13063-022-06231-x.