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Id 76
Author Pentz, M., A.; Hieftje, K., D.; Pendergrass, T., M.; Brito, S., A.; Liu, M.; Arora, T.; Tindle, H., A; Krishnan Sarin, S.; Fiellin, L., E.
Title A videogame intervention for tobacco product use prevention in adolescents.
Reference

Pentz, M. A., Hieftje, K. D., Pendergrass, T. M., Brito, S. A., Liu, M., Arora, T., ... & Fiellin, L. E. (2019). A videogame intervention for tobacco product use prevention in adolescents. Addictive behaviors, 91, 188-192.

Keywords videogame; tobacco; prevention; risk perception; adolescents
Link to article https://doi.org/10.1016/j.addbeh.2018.11.016
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 fourweek 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

Metodology 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 fourweek 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.

Findings The videogame changed knowledge, risk perceptions and beliefs about e-cigarettes and other tobacco products, but not intentions. But beliefs mediated the relationship between knowledge and intentions to use e-cigarettes through an indirect effect.
Open Access NO
DOI 10.1016/j.addbeh.2018.11.016
Search Database Researcher knowledge
Technique Pre-test and post-test surveys; Regression analysis; Path analysis
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