ArticleJMIR serious games2018
Potential of an Interactive Drug Prevention Mobile Phone App (Once Upon a High): Questionnaire Study Among Students.
Article in JMIR serious games, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 2 of them syntheses that pooled it.
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Who cites it
13 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Risky behaviors, substance use, and other lifestyle correlates of energy drink consumption in children and adolescents: a systematic review.European journal of pediatrics · 2022Pooled it
- Psychological and socio-educational correlates of energy drink consumption in children and adolescents: a systematic review.European journal of pediatrics · 2022Pooled it
- Effects of a Mobile Application "Teenagers Don't Drink" on Preventing Alcohol Consumption among Thai Adolescents: A Quasi-experimental Study.International journal of community based nursing and midwifery · 2026Article
- Knowledge, attitudes, and practices of Chinese college students towards novel psychoactive substances.BMC public health · 2025Article
- A Mobile App (Joint Effort) to Support Cannabis Use Self-Management and Reinforce the Use of Protective Behavioral Strategies: Development Process and Usability Testing.JMIR formative research · 2025Article
- Evaluating Perceptions of the CANreduce 2.0 eHealth Intervention for Cannabis Use: Focus Group Study.Journal of medical Internet research · 2025Article
- Smartphone Apps Targeting Youth Tobacco Use Prevention and Cessation: An Assessment of Credibility and Quality.Current addiction reports · 2023Article
- Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review.JMIR serious games · 2022Article
- Neuroscience Outside the Box: From the Laboratory to Discussing Drug Abuse at Schools.Frontiers in human neuroscience · 2022Article
- Establishing a Working Definition of User Experience for eHealth Interventions of Self-reported User Experience Measures With eHealth Researchers and Adolescents: Scoping Review.Journal of medical Internet research · 2021Article
- Smartphone apps for managing alcohol consumption: a literature review.Addiction science & clinical practice · 2020Review
- End User-Informed Mobile Health Intervention Development for Adolescent Cannabis Use Disorder: Qualitative Study.JMIR mHealth and uHealth · 2019Article
- Specialized Smartphone Intervention Apps: Review of 2014 to 2018 NIH Funded Grants.JMIR mHealth and uHealth · 2019Review
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundIn recent years, drug prevention networks and drug education programs have started using Web-based or mobile phone apps as novel prevention tools, testing their efficacy compared with face-to-face prevention.
objectiveThe aim of this study was to assess the potential of an interactive app called Once Upon a High (VoltEgySzer).
methodsThe app approaches drug prevention from 6 different aspects, and it addresses youngsters with 6 different modules: (1) interactive comics/cartoons, telling stories of recovery; (2) quiz game; (3) roleplay game; (4) introduction of psychoactive drugs; (5) information on the somatic and psychological effects of psychoactive substances; (6) list of available treatment units, rehabs, and self-support groups in Hungary. Students of 2 vocational schools and 2 high schools filled out a questionnaire at a baseline (T0) and a 2-month follow-up (T1) data collection session. Students of 1 vocational school and 1 high school downloaded the Once Upon a High app (app group), whereas students from the other vocational school and high school did not (nonapp group). The time points of T0 and T1 questionnaires contained demographic variables, items with regard to substance use characteristics for both legal and illegal substances, including novel psychoactive substance, exercise habits, knowledge about psychoactive substances, attitudes toward substance users and validated instruments measuring the severity of tobacco (Fagerström Test for Nicotine Dependence), alcohol (Alcohol Use Disorder Identification Test), cannabis (Cannabis Abuse Screening Test), and synthetic cannabinoid consumption. Beliefs about substance use (Beliefs About Substance Abuse) and perceived self-efficacy (General Perceived Self-Efficacy) were also measured. At T1, members of the app group provided additional evaluation of the app.
resultsThere were 386 students who participated in the T0 session. After dropout, 246 students took part in T1 data collection procedure. Alcohol was the most frequently consumed psychoactive substance (334/364, 91.8% lifetime use), followed by tobacco (252/386, 65.3%, lifetime use) and cannabis (43/323, 13.3% lifetime use). Decreased self-efficacy (beta=-.29, P=.04) and increased daily physical exercise frequencies (beta=.04, P<.001) predicted higher frequencies of past month energy drink consumption, whereas elevated past month alcohol consumption was mainly predicted by a decrease in negative attitudes toward substance users (beta=-.13, P=.04) in the regression models. Once Upon a High was found to be effective only in reducing energy drink consumption (beta=-1.13, P=.04) after controlling for design effect, whereas perceived utility of the app showed correlation with a decreasing alcohol use (r
conclusionsThe Once Upon a High app can be a useful tool to assist preventive intervention programs by increasing knowledge and self-efficacy; however, its efficacy in reducing or preventing substance use needs to be improved and further studied. Additional potential impacts of the app need further testing.
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