Evidence map›Paper›PMID 37294609›Full record

ArticleJMIR serious games2023

Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and Applications.

Philippe Martin, Boris Chapoton, Aurélie Bourmaud, Agnès Dumas, Joëlle Kivits, Clara Eyraud, Capucine Dubois, Corinne Alberti, Enora Le Roux

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04888208 (Set up a Community Online in a Virtual Community Game for Tobacco Prevention in Teenagers), which is not on this map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact, top 73% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04888208 nacompletednot on this map

Set up a Community Online in a Virtual Community Game for Tobacco Prevention in Teenagers

TypeinterventionalSponsorAssistance Publique - Hôpitaux de ParisRan2020 to 2020Enrolled106ConditionsTabagismArmsBehavioral
3 · Its place in the literature

Who cites it

0 citing papers in PubMed, 0 citations in OpenAlex.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors at 3 institutions in 1 country.

Philippe Martin *Université Paris Cité, Epidémiologie Clinique Evaluation Economique Appliquées aux Populations Vulnérables, Inserm, Paris, France.ORCID https://orcid.org/0000-0002-3249-5840
Boris Chapoton *Université Jean Monnet, Coactis UR 4161, Saint-Etienne, France.ORCID https://orcid.org/0000-0001-9199-5821
Aurélie Bourmaud *Université Paris Cité, Epidémiologie Clinique Evaluation Economique Appliquées aux Populations Vulnérables, Inserm, Paris, France.ORCID https://orcid.org/0000-0002-2228-6471
Agnès Dumas *Université Paris Cité, Epidémiologie Clinique Evaluation Economique Appliquées aux Populations Vulnérables, Inserm, Paris, France.ORCID https://orcid.org/0000-0001-7948-6952
Joëlle Kivits *Université Paris Cité, Epidémiologie Clinique Evaluation Economique Appliquées aux Populations Vulnérables, Inserm, Paris, France.ORCID https://orcid.org/0000-0002-2998-511X
Clara Eyraud *Université Paris Cité, Epidémiologie Clinique Evaluation Economique Appliquées aux Populations Vulnérables, Inserm, Paris, France.ORCID https://orcid.org/0000-0001-9914-6488
Capucine Dubois *Fil Santé Jeunes, Paris, France.ORCID https://orcid.org/0000-0001-9174-5611
Corinne Alberti *Université Paris Cité, Epidémiologie Clinique Evaluation Economique Appliquées aux Populations Vulnérables, Inserm, Paris, France.ORCID https://orcid.org/0000-0002-9336-1395
Enora Le Roux *Université Paris Cité, Epidémiologie Clinique Evaluation Economique Appliquées aux Populations Vulnérables, Inserm, Paris, France.ORCID https://orcid.org/0000-0002-2238-7133
Inserm · FRInstitut national d'études démographiques · FRUniversité Jean Monnet · FR

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundYoung people use digital technology on a daily basis and enjoy web-based games that promote social interactions among peers. These interactions in web-based communities can develop social knowledge and life skills. Intervening via existing web-based community games represents an innovative opportunity for health promotion interventions.

objectiveThe aim of this study was to collect and describe players' proposals for delivering health promotion through existing web-based community games among young people, elaborate on related recommendations adapted from a concrete experience of intervention research, and describe the application of these recommendations in new interventions.

methodsWe implemented a health promotion and prevention intervention via a web-based community game (Habbo; Sulake Oy). During the implementation of the intervention, we conducted an observational qualitative study on young people's proposals via an intercept web-based focus group. We asked 22 young participants (3 groups in total) for their proposals about the best ways to carry out a health intervention in this context. First, using verbatim transcriptions of the players' proposals, we conducted a qualitative thematic analysis. Second, we elaborated on recommendations for action development and implementation based on our experiences and work with a multidisciplinary consortium of experts. Third, we applied these recommendations in new interventions and described their application.

resultsA thematic analysis of the participants' proposals revealed 3 main themes and 14 subthemes related to their proposals and process elements: the conditions for developing an attractive intervention within a game, the value of involving peers in developing the intervention, and the ways to mobilize and monitor gamers' participation. These proposals emphasized the importance of interventions involving and moderating a small group of players in a playful manner but with professional aspects. We established 16 domains with 27 recommendations for preparing an intervention and implementing it in web-based games by adopting the codes of game culture. The application of the recommendations showed their usefulness and that it was possible to make adapted and diverse interventions in the game.

conclusionsIntegrated health promotion interventions in existing web-based community games have the potential for promoting the health and well-being of young people. There is a need to incorporate specific key aspects of the games and gaming community recommendations, from conception to implementation, to maximize the relevance, acceptability, and feasibility of the interventions integrated in current digital practices.

trial registrationClinicalTrials.gov NCT04888208; https://clinicaltrials.gov/ct2/show/NCT04888208.

Indexed as

health promotioninterventional researchrecommendationsweb-based community gamesyoung people

Identifiers

PMID37294609
PMCPMC10337365
OpenAlexW4312809597

What OpenQuestion holds

Textmetadata
LicenceCC BY
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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.