JMIR Form Res. 2022 Mar 17. doi: 10.2196/33693. Online ahead of print.

ABSTRACT

BACKGROUND: Youth from some Black racialized communities may benefit from a youth-centered approach to educate them about risks associated with underage use. Youth are generally unaware of the research linking underage cannabis use and the risk of subsequent psychosis symptoms. We have piloted a new online knowledge translation program consisting of facilitated tutorials and video games to address this gap. During tutorials, undergraduate students provided scientific knowledge about the association between underage use and the risk of psychosis. The video games [the Back to Reality SERIES] were inspired by research about young people experiencing a first episode of psychosis.

OBJECTIVE: Because very little is known about the acceptability, and feasibility of programs educating Black youth about cannabis and psychosis risk, this knowledge translation program was evaluated to assess whether differences in knowledge acquisition could be detected before and after the program.

METHODS: This feasibility study used mixed methods to evaluate the transfer of knowledge about cannabis and psychosis before and after the online knowledge translation program using a quiz. Qualitatively inquiry explored participant satisfaction with the program. Eligible participants were 16 to 19 years of Black African or Caribbean descent. After playing the psychoeducational video games, participants attended two tutorial group sessions about cannabis and psychosis led by trained undergraduate students. The tutorials augmented the educational content inspired by the gameplay: participants discussed what they learned from the video games and their understanding of psychosis and the effects of cannabis. Knowledge acquisition was measured using a quiz (PCT: Psychosis Cannabis Test) before and after the knowledge translation program. Undergraduate students qualitatively analyzed the tutorial discussions for themes, and the pre-/post -quiz scores were analyzed using t-tests for significant differences in scores.

RESULTS: Nine Black youth were recruited and completed this pilot study. The mean PCT scores were 5.67 (+ 1.7) and 7.78 (+ 1.8) before and after the knowledge translation program, respectively. Participants had significantly higher scores (P<.05) post-knowledge translation program. Thematic analysis of the facilitated tutorials and interviews revealed three major themes: Video game satisfaction, marijuana and psychosis literacy, and help-seeking awareness. Overall, participants showed an increased awareness and understanding of the subject matter after the gameplay and tutorial intervention.

CONCLUSIONS: When supplemented with tutorial sessions, the Back to Reality Series shows promise for addressing the gap in knowledge about cannabis and psychosis, and the results provide preliminary evidence that the games appeal to Black youth.

PMID:35315782 | DOI:10.2196/33693


Source: ncbi 2

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