Job crafting and innovative behavior among nurses: The serial mediating effect of team psychological safety and perceived organizational support.
Authors: Liu X, Liang R, Wu J, Yuan Y, Li Y, Ruan T, Ding H, Cai T
Journal: PloS one
mental health
psychology
open access
Abstract
Alcohol use among adolescents is a serious public health problem in the United States []. Data from the High School Youth Risk Behavior Survey indicates that 22% of high school students currently drink alcohol, with more female students than male students reporting alcohol use (24% vs 20%) []. By grade 12, about 60% of high school students have experimented with alcohol and approximately 32% currently drink alcohol []. Accidents and injuries are the leading cause of death among adolescents and often related to drinking alcohol []. Drinking alcohol, especially often, and at an early age, negatively affects adolescents’ developing brain, learning, attention, and decision-making processes [-]. Adolescents who consume alcohol are also at an increased risk of physical or sexual assault and unprotected sex and, in the long term, heart disease and the early onset of certain types of cancer [,]. Thus, preventing and reducing adolescent alcohol use would contribute to substantial health benefits and prevent major health morbidity and mortality. With this aim, the US Department of Health and Human Services, Healthy People 2030, has set a goal to reduce drug and alcohol misuse among adolescents, including a focus on increasing the proportion of adolescents who perceive risk associated with substance abuse []. Technology use is ubiquitous in adolescents’ lives, and games for health interventions show signs of promise as a powerful mode for delivering public health behavior change interventions [-]. Games for health typically involve the use of stand-alone interactive computer apps with gameplay characteristics that are engaging, challenging, fun to play, and enhance players’ knowledge and skills useful in real life [-]. Games for health interventions for adolescents vary in their aims, take different forms, and use various types of technologies, including mobile phone apps, videos and documentaries, virtual reality, and video games []. Results from research on games for health for adolescent substance use suggest that interactive game-based interventions enhance public health education and prevention efforts [-]. For example, a randomized study conducted in 6th to 8th grade classrooms with 200 students used an experimental intervention with 6 new educational modules using 3 different types of games (ie, racing, arcade-style, maze) about the science of addiction []. Postintervention results indicated significant increases in the intervention group’s knowledge of core concepts about the science of addiction and the effects of alcohol and other drugs on the brain when compared to the control group []. In another study, Jander et al [] conducted a randomized controlled trial among 34 Dutch schools. Schools were randomized to either a control condition or a web-based, computer-tailored intervention consisting of 3 sessions that depict situations related to drinking at home, drinking in a bar, and drinking at a party. The findings indicated that the intervention was effective in reducing binge drinking among adolescents 15 to 16 years. These and other studies highlight the expanding potential for games for health to increase knowledge and promote behavior change in the area of alcohol use; however, results are mixed, and further investigation of effectiveness is needed [-].