Literature DB >> 34225030

Evaluation of a virtual reality E-cigarette prevention game for adolescents.

Veronica U Weser1, Lindsay R Duncan2, Brandon E Sands3, Andrew Schartmann4, Sandra Jacobo5, Bernard François6, Kimberly D Hieftje3.   

Abstract

OBJECTIVE: To test preliminary efficacy and acceptability of Invite Only VR: A Vaping Prevention Game (Invite Only VR), an electronic cigarette (e-cigarette) prevention game that uses virtual reality (VR) hardware.
METHODS: 285 adolescents (146 boys; ages 11-14; M = 12.45 years; SD = 0.57) were enrolled in this non-equivalent control groups design through their middle school. Participants who played Invite Only VR for 1.5 h were compared to treatment as usual at 4 timepoints: baseline, post gameplay, 3 and 6 months. Evidence of the efficacy of the game to influence e-cigarette use, e-cigarette knowledge, nicotine addiction knowledge, perceived addictiveness of e-cigarettes, perceived likelihood of using e-cigarettes, perceptions of harm, self-efficacy to refuse, social approval of e-cigarettes, and e-cigarette social perceptions was assessed using mixed between-within subjects ANOVAS. Intervention acceptability was indicated by measures of gameplay experience/satisfaction, VR experience, and perceived responsibility for game-based decisions.
RESULTS: From baseline to 6 months, Invite Only VR players improved in e-cigarette knowledge, nicotine addiction knowledge, perceived addictiveness of e-cigarettes, perceptions of harm, and social perceptions about e-cigarette use compared to the control group. No significant changes were observed for the other dependent variables, including e-cigarette use. Ratings of gameplay experience and satisfaction, VR experience, and game-based decisions were high.
CONCLUSIONS: Invite Only VR may help players develop knowledge about e-cigarettes and nicotine addiction, as well as encourage the development of healthy harm and social perceptions regarding e-cigarette use that persist 6 months beyond gameplay. Adolescents' satisfaction with the VR gameplay indicates preliminary intervention acceptability.
Copyright © 2021 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Adolescents; E-cigarettes; Intervention; Nicotine addiction; Serious games; Virtual reality

Year:  2021        PMID: 34225030     DOI: 10.1016/j.addbeh.2021.107027

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


  2 in total

Review 1.  [School-based alcohol prevention with virtual reality].

Authors:  Christiane Stock; Christina Prediger; Robert Hrynyschyn; Stefanie Helmer
Journal:  Bundesgesundheitsblatt Gesundheitsforschung Gesundheitsschutz       Date:  2022-05-13       Impact factor: 1.595

2.  Efficacy of the Virtual Reality Intervention VR FestLab on Alcohol Refusal Self-Efficacy: A Cluster-Randomized Controlled Trial.

Authors:  Julie Dalgaard Guldager; Satayesh Lavasani Kjær; Ulrike Grittner; Christiane Stock
Journal:  Int J Environ Res Public Health       Date:  2022-03-10       Impact factor: 3.390

  2 in total

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