Literature DB >> 27096576

Content Analysis of Anti-Tobacco Videogames: Characteristics, Content, and Qualities.

Anna M Watson1, Julia M Alber2, Tracey E Barnett3, Rebeccah Mercado3, Jay M Bernhardt4.   

Abstract

OBJECTIVE: Although the prevalence of adolescent smoking has declined over the past two decades, the rate of decline has slowed. Electronic videogames show promise as an effective tool for health behavior change; however, the current state of tobacco prevention and cessation games has not been previously reviewed or evaluated. METHODS AND MATERIALS: Currently available tobacco-related videogames were identified through online searches and in smartphone application stores. In total, 88 games were systematically coded for characteristics, content, and quality using a reliable and valid coding instrument developed for this research.
RESULTS: The majority of games included at least two components of interactivity (75.0 percent) and at least one mechanism for rewarding (69.3 percent). However, most games lacked a story line (97.7 percent) and components for sense of control (25.0 percent). There were an average of 3.54 (standard deviation = 2.20) theoretical constructs in the games, with attitudes (83.0 percent), knowledge (78.4 percent), and perceived severity (55.7 percent) being the most common. The most common educational approach used was the affective education model (83.0 percent). Most games included at least one tobacco message (90.9 percent), with a majority of messages being loss-framed (63.6 percent) and/or one-sided (75.0 percent).
CONCLUSIONS: Although today's anti-tobacco videogames contain many effective features, numerous qualities and best practices for changing behaviors through games are not present. Future games should seek to address these best practices in their development and evaluation to increase the likelihood they will be effective.

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Year:  2016        PMID: 27096576     DOI: 10.1089/g4h.2015.0096

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  4 in total

1.  Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

Authors:  Lindsay R Duncan; Kimberly D Hieftje; Tyra M Pendergrass; Benjamin G Sawyer; Lynn E Fiellin
Journal:  Subst Abus       Date:  2018-03-13       Impact factor: 3.716

Review 2.  Effectiveness of Mobile Apps for Smoking Cessation: A Review.

Authors:  Kabindra Regmi; Norhayati Kassim; Norhayati Ahmad; Nik A Tuah
Journal:  Tob Prev Cessat       Date:  2017-04-12

3.  Assessment of content, quality and compliance of the STaR mobile application for smoking cessation.

Authors:  Kabindra Regmi; Norhayati Kassim; Norhayati H Ahmad; Nik A Tuah
Journal:  Tob Prev Cessat       Date:  2017-07-03

Review 4.  eHealth Delivery of Educational Content Using Selected Visual Methods to Improve Health Literacy on Lifestyle-Related Diseases: Literature Review.

Authors:  Azusa Aida; Thomas Svensson; Akiko Kishi Svensson; Ung-Il Chung; Toshimasa Yamauchi
Journal:  JMIR Mhealth Uhealth       Date:  2020-12-09       Impact factor: 4.773

  4 in total

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