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A videogame intervention for tobacco product use prevention in adolescents
Affiliation:1. Department of Preventive Medicine, University of Southern California, Los Angeles, CA, USA;2. Yale University School of Medicine, New Haven, CT, USA;3. play2PREVENT Lab, Yale Center for Health & Learning Games, Department of Internal Medicine, Yale University School of Medicine, New Haven, CT, USA;4. Geriatric Research Education and Clinical Centers (GREEC), Veterans Affairs Tennessee Valley Healthcare System, Nashville, TN, USA;5. Vanderbilt University, Nashville, TN, USA;6. Yale Child Study Center, New Haven, CT, USA;1. Department of Emergency Medicine, Yale University School of Medicine, New Haven, CT 06519, USA;2. play2PREVENT Lab at the Yale Center for Health & Learning Games, Department of Internal Medicine, Yale Child Study Center, Yale University School of Medicine, New Haven, CT 06510, USA;3. Department of Preventive Medicine, University of Southern California, Los Angeles, CA 90032, USA
Abstract:PurposeThis 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.MethodsParticipants (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.ResultsThe 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).ConclusionResults 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.
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