| Literature DB >> 26230971 |
Jessica M Rath1,2, Valerie Williams1, Rebecca Rubenstein3, Lexi Smith1, Donna Vallone1,2.
Abstract
Given that over 97 percent of American teens play videogames, it is not surprising that many "games for health" target youth. Although tobacco use is the leading cause of preventable death in the United States, few digital games focus on preventing this behavior. The aims of this study were twofold: (1) to determine if youth will play a game with tobacco-related information and themes and (2) to explain the relationship between the truth(®) (Legacy, Washington, DC) campaign's "Flavor Monsters" gameplay and shifts in game-related tobacco knowledge, attitudes, and beliefs. First, two versions of the game, with different amounts of tobacco-related content, were developed to examine the influence of tobacco-related content on player engagement, length of play, awareness of the truth brand, and receptivity to the game. No statistically significant differences were found for engagement (P=0.81), length of play (P=0.10), or awareness of the truth brand (P=0.67). Using an online survey through a preexisting online panel of 13-24 year olds, a longitudinal (n=693) design was used whereby exposure to messages varied naturally over time. Because of the large number of anti-tobacco industry attitude questions, we created an Anti-Tobacco Industry (ATI) Index based on the results of a factor analysis. Although gameplay was not a predictor of lower levels of intention to smoke, level mastered was a significant positive predictor of ATI Index attitudes score at 3 months, controlling for baseline ATI Index score, age, gender, and ever cigarette use (P=0.002). Longitudinal findings indicate a cumulative and enduring effect, suggesting that anti-tobacco content can be successfully integrated within a mobile game to help increase anti-tobacco attitudes.Entities:
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Year: 2015 PMID: 26230971 PMCID: PMC4624250 DOI: 10.1089/g4h.2015.0005
Source DB: PubMed Journal: Games Health J ISSN: 2161-783X
Characteristics of “Flavor Monsters”
| General game characteristics | |
| Health topics addressed | Tobacco use, specifically flavored tobacco use |
| Target age group | 13–24 year olds |
| Other targeted group characteristics | Open-to-smoking, active mobile gamers |
| Short description of game | “Flavor Monsters” is a free mobile game application set in an alternate universe where evil fantasy creatures that represent tobacco flavors like Menthol and Honey try to destroy the world. From the vantage point of an airship circling the city, the player has total visibility of the play area and the different points from which the Flavor Monsters are spawning. The game features six levels of play or “battle zones,” each representing a U.S. city, which are progressively more challenging as players are confronted with different types of Flavor Monsters. Flavor Monsters attack, intensify, or regenerate while players attack the monsters with various tools. To aid players in defeating the Flavor Monsters throughout the game, a teenage character, Kelsey, appears within the game and provides gameplaying tips, which also include tobacco-related facts. Mr. White is a mysterious character who provides helpful information to Kelsey about Flavor Monsters. Players can pay to upgrade tools. In the final extraction chamber, Mr. White, who has appeared as a helpful guide throughout the game, appears unexpectedly, and it is revealed that Mr. White represents menthol, the only flavor in cigarettes not banned by the Family Smoking Prevention and Tobacco Control Act. Mr. White (Menthol) must be defeated to win the game. The Flavor Monsters are designed as deadly attackers, and tobacco-related facts are provided throughout the game, so that players can develop an understanding of the deadly nature of tobacco products. Thus, the game is a metaphor for defeating the tobacco industry. |
| Target players | Individual |
| Guiding theory or behavior change theory | Theory of Planned Behavior—The game focuses on changing knowledge, beliefs, and attitudes around tobacco use and the industry to eventually influence intentions to not use flavored tobacco. |
| Intended health behavior change | Tobacco use among 13–24 year olds, specifically flavored tobacco use |
| Knowledge elements to be learned | Facts about tobacco use and the tobacco industry, for example, “In 1972, a tobacco company considered adding honey to cigarettes because teenagers like sweet products.” |
| Behavior change procedures used | Vicarious learning: players are more likely to retain the anti-tobacco message by playing the game because the game is a metaphor for the tactics of the tobacco industry; players are part of the message, not just exposed to the message. The graphics, style, music, and language of “Flavor Monsters” are also designed to evoke emotion in players, which contributes to attitude and beliefs changes related to tobacco. |
| Clinical or parental support needed | No |
| Data shared with parent or clinician | No |
| Type of game | Tower defense, action, adventure, strategy, educational, causal, aerial shooter, action-based tap game |
| Story | |
| Synopsis | Seemingly cute little Flavor Monsters are invading America. They are attacking cities and must be stopped. You are deployed to a massive airship circling the city tasked with protecting one important landmark in each city. With various game tools at your disposal, you battle hordes of oncoming Flavor Monsters before they take over the key city landmarks. After you capture enough monsters to meet your Flavor Monster quota of 1200 deaths per day (the same number of Americans who die daily of tobacco-related illness), the Level Boss appears, and you must damage him to a certain degree to trigger the boss extraction minigame where you use the phone's shake, tap, and drag gestures to get key information about the Flavor Monsters' plans and the overall game story. During your six-mission campaign, you are assisted by a mentor character named Kelsey who gives you critical mission tips and advice along the way to discovering who these Flavor Monsters are and why they are attacking. He also has a connection with a mysterious character named Mr. White who provides Kelsey with information about Flavor Monsters. Ultimately, the player finds out he's been duped, and the game's final boss is actually Mr. White. |
| How the story relates to targeted behavior change | When Kelsey provides critical mission tips, he always relates them to a tobacco fact designed to change player attitudes and beliefs about tobacco. |
| Game components | |
| Player's game goal/objective(s) | Complete six levels of gameplay by defeating 1200 monsters in each city and defeating each level boss. |
| Rules | Utilize various tools and items to capture hordes of Flavor Monsters by using touch control (tap) attacks. Players start with one basic tool and are introduced to other tools as the levels unfold and the enemies get stronger. When a player taps on Flavor Monsters to target, they will disappear. Monsters “poof” and then are captured, causing an onscreen counter to click off each time one is captured. Bosses appear when a 1200-count of Flavor Monsters is defeated, and the player must knock the Level Boss down to a certain health level before launching the extraction minigame. To win the game, players must defeat the final boss monster at the end. |
| Game mechanic(s) | |
| Procedures to generalize or transfer what is learned in the game to outside the game | Procedural rhetoric or the idea that the player of the game is part of the message of the game. This is a unique contribution to the overall mission of the truth campaign, which clearly distinguishes truth gaming from a more traditional 30-second television ad. Both can educate the audience in different ways toward the same goal—to build a world where young people reject tobacco. |
| Virtual environment | |
| Setting | During the introduction, the player is introduced to a map of the United States and the different regions under attack. The six level locations are as follows: |
| 1. Sunnyland | |
| 2. Pacific Northwest | |
| 3. Heartland | |
| 4. Hot South | |
| 5. Metropolis | |
| 6. Capital | |
| Each city has a unique landmark that the player will be protecting from the Flavor Monsters. If too many Flavor Monsters reach the landmark, the player loses the level and can retry from the game over screen. From the airship, players are focused on capturing Flavor Monsters, tool selection, and managing the overall battlefield. | |
| Avatar | |
| Characteristics | NA |
| Game platform needed to play game | iOs and Android smartphones and tablets |
| Sensors used | NA |
| Estimated play time | Roughly 4.5 hours total over a course of several sessions |
NA, not applicable.

Screenshot of “Flavor Monsters” Version A. (Color images available at www.liebertonline.com/g4h)

Screenshot of “Flavor Monsters” Version B. (Color images available at www.liebertonline.com/g4h)
Demographic and Background Characteristics of the Study Sample (n=693, Weighted)
| Age group (years) | |
| 13–17 | 48.4 |
| 18–24 | 51.6 |
| Gender | |
| Male | 52.3 |
| Female | 47.7 |
| Race | |
| Non-Hispanic white | 59.8 |
| Non-Hispanic black | 14.2 |
| Other non-Hispanic | 7.8 |
| Hispanic | 18.2 |
| Respondent's education level | |
| Some HS or less | 56.8 |
| Some college or more | 43.2 |
| Parents' highest education level | |
| Less than HS diploma | 3.2 |
| HS graduate | 13.9 |
| Some college/associate's degree | 31.1 |
| College graduate or higher | 51.8 |
| Ever cigarette user at recruitment | |
| Never | 58.2 |
| Ever | 41.8 |
| Number of games played on phone or tablet in typical week [mean (SD)] | 1.5 (0.8) |
Data are percentages unless indicated otherwise.
HS, high school; SD, standard deviation.

Anti-Tobacco Industry Index by level of gameplay (n=693).
Means and Effect Sizes for Anti-Tobacco Industry Index Scores by Levels of Gameplay (n=693, Weighted)
| P | ||||
|---|---|---|---|---|
| Did not play or played very little of Level 1 ( | 7.45 (1.81) | 7.40 (1.83) | 0.851 | 0.03 |
| Beat Level 1–Beat Level 2 ( | 7.70 (1.70) | 8.01 (1.63) | 0.000 | −0.18 |
| Beat Level 3 or won the game ( | 7.39 (1.63) | 7.99 (1.69) | 0.000 | −0.36 |
Cohen's d.
SD, standard deviation.