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A quasi-experimental test of a virtual reality game prototype for adolescent E-Cigarette prevention.
Weser, Veronica U; Duncan, Lindsay R; Pendergrass, Tyra M; Fernandes, Claudia-Santi; Fiellin, Lynn E; Hieftje, Kimberly D.
Afiliação
  • Weser VU; Department of General Medicine, Yale School of Medicine, New Haven, CT, United States; play4REAL XR Lab at the Yale Center for Health & Learning Games, New Haven, CT, United States. Electronic address: veronica.weser@yale.edu.
  • Duncan LR; play4REAL XR Lab at the Yale Center for Health & Learning Games, New Haven, CT, United States; Department of Kinesiology and Physical Education, McGill University, Montreal, Quebec, Canada.
  • Pendergrass TM; Department of General Medicine, Yale School of Medicine, New Haven, CT, United States; play4REAL XR Lab at the Yale Center for Health & Learning Games, New Haven, CT, United States.
  • Fernandes CS; Department of General Medicine, Yale School of Medicine, New Haven, CT, United States; play4REAL XR Lab at the Yale Center for Health & Learning Games, New Haven, CT, United States.
  • Fiellin LE; Department of General Medicine, Yale School of Medicine, New Haven, CT, United States; play4REAL XR Lab at the Yale Center for Health & Learning Games, New Haven, CT, United States; Yale Child Study Center, Yale School of Medicine, New Haven, CT, United States.
  • Hieftje KD; Department of General Medicine, Yale School of Medicine, New Haven, CT, United States; play4REAL XR Lab at the Yale Center for Health & Learning Games, New Haven, CT, United States.
Addict Behav ; 112: 106639, 2021 01.
Article em En | MEDLINE | ID: mdl-32920455
ABSTRACT

OBJECTIVE:

To test the preliminary impact and participant experience/satisfaction of Invite Only VR A Vaping Prevention Game (Invite Only VR), an electronic cigarette (e-cigarette) prevention game prototype using virtual reality (VR) hardware.

METHODS:

Forty-seven adolescents (38 boys; mean age = 14.23 years, SD = 0.914) were enrolled to test the preliminary impact of Invite Only VR on knowledge, perceived likelihood of using e-cigarettes, perceptions of harm, attitudes, social norms, and self-efficacy to refuse e-cigarettes using a pre/post design. Experience/satisfaction was measured following gameplay. Paired-samples t-tests and associated effect sizes were used to assess changes in the dependent variables. Descriptive statistics were used to report on gameplay experience/satisfaction.

RESULTS:

From pre- to post-gameplay, players significantly increased in knowledge (t(34) = -5.594, p < .001, Cohen's d = 0.946) and perceptions of e-cigarette harm (t(34) = -3.370, p = .002, Cohen's d = 0.530) and decreased their perceived likelihood of using e-cigarettes in the future (t(35) = 2.140, p = .039, Cohen's d = 1.274). No significant change was found for attitudes towards e-cigarettes, social norm perceptions, nor refusal self-efficacy. Participants reported that they enjoyed playing the game (M = 3.00, SD = 0.99) and that they would tell their friends to play (M = 3.08, SD = 0.91).

CONCLUSIONS:

Invite Only VR may help players develop knowledge and correct harm perceptions regarding e-cigarettes while reducing their perceived likelihood of using them in the future. Participant enjoyment also provides an initial indication that the intervention may be acceptable for use with adolescents.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Produtos do Tabaco / Sistemas Eletrônicos de Liberação de Nicotina / Vaping / Realidade Virtual Limite: Adolescent / Humans / Male Idioma: En Revista: Addict Behav Ano de publicação: 2021 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Produtos do Tabaco / Sistemas Eletrônicos de Liberação de Nicotina / Vaping / Realidade Virtual Limite: Adolescent / Humans / Male Idioma: En Revista: Addict Behav Ano de publicação: 2021 Tipo de documento: Article