Evaluation of a virtual reality E-cigarette prevention game for adolescents
•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...
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Veröffentlicht in: | Addictive behaviors 2021-11, Vol.122, p.107027-107027, Article 107027 |
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Zusammenfassung: | •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.
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.
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.
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.
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. |
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ISSN: | 0306-4603 1873-6327 |
DOI: | 10.1016/j.addbeh.2021.107027 |