Online Knowledge Translation Program Involving Video Games and University Student-Led Tutorials About Cannabis and Psychosis for Black Youth: Mixed Method Feasibility Study.

Black youth acceptability cannabis cannabis use demographic drug feasibility gaming knowledge knowledge translation mental health minority psychosis race risk video game young adult

Journal

JMIR formative research
ISSN: 2561-326X
Titre abrégé: JMIR Form Res
Pays: Canada
ID NLM: 101726394

Informations de publication

Date de publication:
20 Jun 2022
Historique:
received: 23 09 2021
accepted: 17 03 2022
revised: 29 01 2022
pubmed: 23 3 2022
medline: 23 3 2022
entrez: 22 3 2022
Statut: epublish

Résumé

We have piloted a new online knowledge translation (KT) program created to educate youth about cannabis effects, which uniquely focuses on mental health risks for Black youth. Youth are generally unaware of the research linking underage usage and the risk of psychosis. Youth from some Black racialized communities in Ontario may be disproportionately affected and in need of this knowledge. Because very little is known about the acceptability and feasibility of programs educating Black youth about cannabis and psychosis risk, we evaluated this KT program, which consists of tutorials facilitated by university students and video games. This mixed methods pilot study evaluates the transfer of knowledge about cannabis and psychosis risk before and after the online KT program and, at the same time, explores participant satisfaction with the program and views about underage use. Eligible participants were youth 16-19 years of age of Black African or Caribbean descent. Trained undergraduate students from McMaster University administered a quiz (psychosis and cannabis test; PCT) to evaluate knowledge before and after the KT program. After playing the psychoeducational video games, participants attended two tutorial group sessions led by undergraduate students. The undergraduate students facilitated the online tutorials about cannabis and psychosis. The tutorials augmented the educational content embedded within the gameplay: participants discussed what they learned from the video games and their understanding of psychosis and the effects of cannabis. In addition, undergraduate students qualitatively analyzed the tutorial discussions for themes, and the prequiz and postquiz scores were analyzed for significant differences in scores. A total of 9 Black youth were recruited and completed this pilot study. The mean PCT scores were 5.67 (SD 1.7) and 7.78 (SD 1.8) before and after the KT program, respectively. There was a significant improvement in scores (P<.05) post-KT program. Thematic analysis of the facilitated tutorials 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. 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.

Sections du résumé

BACKGROUND BACKGROUND
We have piloted a new online knowledge translation (KT) program created to educate youth about cannabis effects, which uniquely focuses on mental health risks for Black youth. Youth are generally unaware of the research linking underage usage and the risk of psychosis. Youth from some Black racialized communities in Ontario may be disproportionately affected and in need of this knowledge.
OBJECTIVE OBJECTIVE
Because very little is known about the acceptability and feasibility of programs educating Black youth about cannabis and psychosis risk, we evaluated this KT program, which consists of tutorials facilitated by university students and video games.
METHODS METHODS
This mixed methods pilot study evaluates the transfer of knowledge about cannabis and psychosis risk before and after the online KT program and, at the same time, explores participant satisfaction with the program and views about underage use. Eligible participants were youth 16-19 years of age of Black African or Caribbean descent. Trained undergraduate students from McMaster University administered a quiz (psychosis and cannabis test; PCT) to evaluate knowledge before and after the KT program. After playing the psychoeducational video games, participants attended two tutorial group sessions led by undergraduate students. The undergraduate students facilitated the online tutorials about cannabis and psychosis. The tutorials augmented the educational content embedded within the gameplay: participants discussed what they learned from the video games and their understanding of psychosis and the effects of cannabis. In addition, undergraduate students qualitatively analyzed the tutorial discussions for themes, and the prequiz and postquiz scores were analyzed for significant differences in scores.
RESULTS RESULTS
A total of 9 Black youth were recruited and completed this pilot study. The mean PCT scores were 5.67 (SD 1.7) and 7.78 (SD 1.8) before and after the KT program, respectively. There was a significant improvement in scores (P<.05) post-KT program. Thematic analysis of the facilitated tutorials 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 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.

Identifiants

pubmed: 35315782
pii: v6i6e33693
doi: 10.2196/33693
pmc: PMC9253977
doi:

Types de publication

Journal Article

Langues

eng

Pagination

e33693

Informations de copyright

©Payal Jani, Nuri Song, Erin Artna, Joonsoo Lyeo, Ashley Assam, Faith Maelzer, Andriene Murphy, Angelo Grant, Suzanne Archie. Originally published in JMIR Formative Research (https://formative.jmir.org), 20.06.2022.

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Auteurs

Payal Jani (P)

Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada.

Nuri Song (N)

Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada.

Erin Artna (E)

Department of Psychology, Neurosciences and Behaviour, McMaster University, Hamilton, ON, Canada.

Joonsoo Lyeo (J)

Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada.

Ashley Assam (A)

Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada.

Faith Maelzer (F)

Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada.

Andriene Murphy (A)

Department of Psychology, Neurosciences and Behaviour, McMaster University, Hamilton, ON, Canada.

Angelo Grant (A)

Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada.

Suzanne Archie (S)

Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada.

Classifications MeSH