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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. |
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Link to article | https://doi.org/10.1016/j.addbeh.2018.11.016 |
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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 |
Methods: Participants were recruited from 7 community-based afterschool programs in New Haven, Connecticut and Los Angeles, California. videogames may have several advantages over traditional in-person interventions truth initiative including the exibility to incorporate strate- gies that encourage health behavior change such as role-play and op- portunities for repeated skill-building and engagement fleming et al. a secondary aim was to evaluate self-reported game experi- ences and satisfaction to ensure player engagement. descriptive analyses were conducted to summarize demographic characteristics across the total sample as well as compare the relative proportion of each characteristic by region new haven los angeles and location afterschool program using a two-sample test of pro- portions. regression analyses of game eects on change scores and pre-test adjusted post-test scores were conducted with and without adjustment for demographic variables and with and without multi-level adjustment for region and afterschool program site.