Literature DB >> 30477819

A videogame intervention for tobacco product use prevention in adolescents.

Mary Ann Pentz1, Kimberly D Hieftje2, Tyra M Pendergrass2, Stephanie A Brito3, Mengyu Liu3, Trisha Arora2, Hilary A Tindle4, Suchitra Krishnan-Sarin5, Lynn E Fiellin6.   

Abstract

PURPOSE: This pilot study evaluated the short-term effects of an interactive videogame on changing adolescent knowledge, beliefs and risk perceptions, and intentions to use e-cigarettes, cigarettes, and other tobacco products. A secondary aim was to evaluate players' game experience.
METHODS: Participants (N = 80 11-14 year olds) were recruited from 7 community-based afterschool programs in New Haven, Connecticut and Los Angeles, California. The design was a single group pre-post design with replication. A pre-test survey was administered that included demographic variables and knowledge, risk perceptions, beliefs, and intentions to use e-cigarettes, cigarettes, and other tobacco products. An interactive videogame focusing on risky tobacco use situations was subsequently played in four 60-min sessions over a four-week period, followed by a post-test survey. Analyses included paired t-tests of pre-post videogame change, regression analyses, and path analyses testing mediational effects of beliefs and risk perceptions on the relationship between knowledge and intentions.
RESULTS: The videogame changed knowledge of e-cigarettes and other tobacco products (p's < 0.001), risk perceptions of cigarettes and e-cigarettes (p < .01 and p < .001, respectively), and beliefs about e-cigarettes and other tobacco products (p's < 0.05), but not intentions. Older adolescents reported greater e-cigarette knowledge and risk perceptions (p's < 0.05), and females reported greater risk perception of cigarettes (p < .05). Beliefs mediated the relationship between knowledge and intentions to use e-cigarettes (indirect effect p < .05).
CONCLUSION: Results suggest that brief exposure (4 h over 4 weeks) to a videogame focused on changing knowledge and attitudes towards tobacco products may have a promising effect on preventing risk for early adolescent tobacco product use, particularly for e-cigarettes. Published by Elsevier Ltd.

Entities:  

Keywords:  Adolescent; Electronic cigarette; Prevention; Tobacco; Videogame; Youth

Mesh:

Year:  2018        PMID: 30477819      PMCID: PMC6358489          DOI: 10.1016/j.addbeh.2018.11.016

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  23 in total

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6.  Psychosocial Factors Associated With Adolescent Electronic Cigarette and Cigarette Use.

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7.  E-Cigarette Susceptibility as a Predictor of Youth Initiation of E-Cigarettes.

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8.  Serious Games and Gamification for Mental Health: Current Status and Promising Directions.

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9.  Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.

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Review 10.  Health effects associated with waterpipe smoking.

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