Evaluation of a virtual reality E-cigarette prevention game for adolescents. (November 2021)
- Record Type:
- Journal Article
- Title:
- Evaluation of a virtual reality E-cigarette prevention game for adolescents. (November 2021)
- Main Title:
- Evaluation of a virtual reality E-cigarette prevention game for adolescents
- Authors:
- Weser, Veronica U.
Duncan, Lindsay R.
Sands, Brandon E.
Schartmann, Andrew
Jacobo, Sandra
François, Bernard
Hieftje, Kimberly D. - Abstract:
- Highlights: Invite Only VR is a virtual reality e-cigarette prevention game for adolescents. Relative to control, some behavior change indicators improved over 6 months. Behavior change indicators include e-cigarette knowledge and perceptions of harm. Adolescents reported high satisfaction with gameplay and VR experience. The game presents e-cigarette prevention material in an engaging format. 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 toHighlights: Invite Only VR is a virtual reality e-cigarette prevention game for adolescents. Relative to control, some behavior change indicators improved over 6 months. Behavior change indicators include e-cigarette knowledge and perceptions of harm. Adolescents reported high satisfaction with gameplay and VR experience. The game presents e-cigarette prevention material in an engaging format. 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. … (more)
- Is Part Of:
- Addictive behaviors. Volume 122(2021)
- Journal:
- Addictive behaviors
- Issue:
- Volume 122(2021)
- Issue Display:
- Volume 122, Issue 2021 (2021)
- Year:
- 2021
- Volume:
- 122
- Issue:
- 2021
- Issue Sort Value:
- 2021-0122-2021-0000
- Page Start:
- Page End:
- Publication Date:
- 2021-11
- Subjects:
- Serious games -- Intervention -- Adolescents -- E-cigarettes -- Virtual reality -- Nicotine addiction
Substance abuse -- Periodicals
Alcoholism -- Periodicals
Drug addiction -- Periodicals
Nicotine addiction -- Periodicals
Smoking -- Periodicals
Gambling -- Psychological aspects -- Periodicals
Electronic journals
362.29 - Journal URLs:
- http://www.sciencedirect.com/science/journal/03064603 ↗
http://www.sciencedirect.com/web-editions/journal/03064603 ↗
http://www.clinicalkey.com/dura/browse/journalIssue/03064603 ↗
http://www.clinicalkey.com.au/dura/browse/journalIssue/03064603 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.addbeh.2021.107027 ↗
- Languages:
- English
- ISSNs:
- 0306-4603
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 0678.750000
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