Accepted for/Published in: JMIR Formative Research
Date Submitted: Sep 23, 2021
Date Accepted: Mar 17, 2022
Date Submitted to PubMed: Mar 22, 2022
Online Knowledge Translation Program involving Video Games and University Student-Led Tutorials about Cannabis and Psychosis for Black Youth: Mixed Method Feasibility Study
ABSTRACT
Background:
Youth are generally unaware of the epidemiological research linking underage cannabis usage and the subsequent risk of psychosis. Youth from some Black racialized communities in Ontario may be disproportionately affected and may benefit from a youth-centered approach. To address this gap, we have piloted a new online knowledge translation program to educate youth about cannabis effects that uniquely focus on mental health risks among underage youth. The Knowledge translation program consists of facilitated tutorials and video games. 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, particularly Black African descent.
Objective:
Because very little is known about the acceptability, and feasibility of programs educating Black youth about cannabis and psychosis risk, this knowledge translation (KT) 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 KT program using a quiz and qualitatively by exploring participant satisfaction with the program. Eligible participants were 16 to 19 years of Black African or Caribbean descent. Knowledge acquisition was measured using a quiz (PCT: Psychosis Cannabis Test) before and after the KT program. 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. 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 KT program, respectively. Participants had significantly higher 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:
When supplemented with tutorial sessions, the Back to Reality Series shows promise for addressing the gap in knowledge about cannabis and psychosis amongst Black youth in Ontario. The results provide preliminary evidence that the games and tutorials appeal to Black youth.
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