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 (rS(44)=.32, P=.03). The roleplay module of the app was found to be the most preferred aspect of the app by the respondents.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.

Highlights

  • BackgroundThe era of contemporary substance use scene is an era in which Web-based communication influences our daily lives to an increasing extent

  • According to the findings of previous research, such programs may result in significant decrease in alcohol consumption among heavy drinkers [7], in prolonged smoking cessation as a supplement to nicotine patch therapy [8], or in decrease of marijuana use among college students who show a high level of contemplation to be abstinent [9]

  • 386 students participated in the first data-collection (T0) session and 246 students took part in the second data collection procedure (T1)

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Summary

Introduction

BackgroundThe era of contemporary substance use scene is an era in which Web-based communication influences our daily lives to an increasing extent. Drug prevention networks and drug education programs have started using Web-based or mobile phone apps as novel prevention tools [3]. Such virtual methods may provide an opportunity to access individuals who otherwise might not seek or receive professional help. The effectiveness of Web-based interventions providing personalized feedback and mobile phone apps in reducing the intake of psychoactive substances is already supported by empirical evidence [5,6]. 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

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