414 Participants Needed

Gamified Campaign for Underage Drinking

(2T1L Trial)

Age: 18 - 65
Sex: Any
Trial Phase: Academic
Sponsor: Loyola Marymount University
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

This pilot randomized control trial (RCT) aims to assess the feasibility and efficacy of 2 College Truths \& 1 Lie (2T1L), a gamified social norms marketing campaign (SNMC) aimed at preventing and reducing first-year college student drinking. This program is designed to correct overestimations of peers' alcohol use behaviors, which, as shown in previous research, influence one's own future drinking behaviors. To examine the efficacy of 2T1L, this pilot trial will use a longitudinal design to determine whether playing 2T1L during the first few weeks of college will prevent increases in drinking or reduce subsequent alcohol use among first-year students during the same year, relative to exposure to a static social media-delivered SNMC or an assessment-only control condition. The investigators hypothesize that students randomized to receive the interactive 2T1L SNMC game will report less state psychological reactance in response to normative campus drinking statistics than students randomized to the non-gamified SNMC condition. Further, students in the 2T1L game condition will report greater accuracy in their perceptions of campus drinking norms and consume less alcohol following the six-week SNMC (short-term follow-up) and toward the end of the first year (long-term follow-up) compared to those randomized to both the active non-gamified SNMC and assessment-only control conditions.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment 2 College Truths and 1 Lie (2T1L) for underage drinking?

Research shows that gamified interventions, like the CampusGANDR game, can effectively reduce alcohol use among college students by changing their perceptions of peer drinking norms. This suggests that using game-like elements in treatments can make them more engaging and effective in promoting behavior change.12345

Is the gamified intervention for underage drinking safe for humans?

The research on gamified interventions for alcohol use, like CampusGANDR, does not report any safety concerns, suggesting it is generally safe for human use. These interventions focus on reducing alcohol consumption through engaging, game-like elements without involving any physical or chemical treatments.12567

How is the treatment '2 College Truths and 1 Lie' different from other treatments for underage drinking?

The '2 College Truths and 1 Lie' treatment is unique because it uses a gamified approach to engage students voluntarily, without external motivators, by incorporating elements like points, competition, and personal avatars. This method aims to reduce alcohol use by changing students' perceptions of peer drinking norms through interactive and reflective feedback, making it more engaging and potentially more effective than standard web-based interventions.128910

Eligibility Criteria

This trial is for first-year college students who are interested in participating in a study to prevent and reduce underage drinking. The program aims to correct false beliefs about how much their peers drink.

Inclusion Criteria

Consented to participate in the study
Checks their Instagram 1-3+ times per week
Incoming first-year student with valid LMU email address

Exclusion Criteria

Not an incoming first-year student attending LMU
I don't use Instagram or check it less than once a week.
Did not consent to participate in the study

Timeline

Screening

Participants are screened for eligibility to participate in the trial

1 month
Online survey

Intervention

Participants receive the gamified or static social norms marketing campaign via Instagram ads

6 weeks
Online engagement

Short-term Follow-up

Participants complete a follow-up survey to assess short-term intervention effects

1 month post-intervention
Online survey

Long-term Follow-up

Participants complete a follow-up survey to assess long-term intervention effects

6 months post-intervention
Online survey

Treatment Details

Interventions

  • 2 College Truths and 1 Lie (2T1L)
Trial Overview The trial tests '2 College Truths & 1 Lie', an interactive game designed as a social norms marketing campaign, against a standard campaign and no intervention. It measures the game's impact on student drinking behavior over the school year.
Participant Groups
3Treatment groups
Experimental Treatment
Active Control
Group I: Social Norms Marketing CampaignExperimental Treatment1 Intervention
Participants randomized to this arm will receive a social norms marketing campaign that is primarily delivered via advertisements on the social media platform Instagram.
Group II: Gamified Social Norms Marketing CampaignExperimental Treatment1 Intervention
Participants randomized to this arm will receive a gamified social norms marketing campaign that is primarily delivered via advertisements on the social media platform Instagram.
Group III: Assessment-Only ControlActive Control1 Intervention
Participants do not receive anything besides the surveys.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Loyola Marymount University

Lead Sponsor

Trials
9
Recruited
8,800+

Findings from Research

The Internet quiz game intervention significantly reduced underage drinking among adolescents, with a 21% decrease at 1-month follow-up and a 14% decrease at 3-month follow-up compared to conventional health education.
In the intervention group, fewer students reported drinking alcohol, and those who did consumed less, indicating that engaging educational methods can be more effective in changing drinking behaviors among adolescents.
An Internet Quiz Game Intervention for Adolescent Alcohol Drinking: A Clustered RCT.Ho, FK., Tung, KTS., Wong, RS., et al.[2021]

References

PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions. [2020]
In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. [2019]
An Animation- Versus Text-Based Computer-Tailored Game Intervention to Prevent Alcohol Consumption and Binge Drinking in Adolescents: Study Protocol. [2021]
An Internet Quiz Game Intervention for Adolescent Alcohol Drinking: A Clustered RCT. [2021]
Evaluation of a Smartphone Application on the Reduction of Attentional Bias Toward Alcohol Among Students†. [2022]
Extension of the simulated drinking game procedure to multiple drinking games. [2015]
Drinking game play among first-year college student drinkers: an event-specific analysis of the risk for alcohol use and problems. [2022]
Self-reported drinking-game participation of incoming college students. [2023]
'Neknomination': Predictors in a sample of UK university students. [2022]
10.United Statespubmed.ncbi.nlm.nih.gov
A mobile-based pregaming drinking prevention intervention for college students: A pilot randomized controlled trial. [2023]
Unbiased ResultsWe believe in providing patients with all the options.
Your Data Stays Your DataWe only share your information with the clinical trials you're trying to access.
Verified Trials OnlyAll of our trials are run by licensed doctors, researchers, and healthcare companies.
Back to top
Terms of Service·Privacy Policy·Cookies·Security