Featured Publications
Effectiveness of a Web-Based Tobacco Product use Prevention Videogame Intervention on Young Adolescents’ Beliefs and Knowledge
Hieftje KD, Fernandes CF, Lin IH, Fiellin LE. Effectiveness of a Web-Based Tobacco Product use Prevention Videogame Intervention on Young Adolescents’ Beliefs and Knowledge. Substance Abuse 2021, 42: 47-53. PMID: 31825759, DOI: 10.1080/08897077.2019.1691128.Peer-Reviewed Original ResearchConceptsTobacco product useVideogame interventionE-cigarettesElectronic cigarettesProduct useMcNemar testKnowledge questionsSingle group pre-post studyTobacco product initiationPre-post studySignificant differencesCigarette smokingProduct initiationTobacco useUse preventionHealthy beliefsPromising effectsKnowledge surveyInterventionVapingCigarettesDescriptive statisticsAdolescentsCorrect answersAge differencesA Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
Aneni K, Fernandes C, Hoerner L, Szapary C, Boomer T, Fiellin L. A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study. JMIR Serious Games 2023, 11: e46912. PMID: 37921851, PMCID: PMC10656656, DOI: 10.2196/46912.Peer-Reviewed Original ResearchOpioid misuseVideo game interventionMental health crisisMental healthPreventive interventionsOlder adolescentsGame interventionHealth Belief ModelMental health risksHealth crisisComorbid conditionsCurrent opioidFocus groupsSubstance misuseMental disordersProtective factorsBelief ModelInterventionDigital interventionsAdolescentsHealth risksFormative workHealthMisuseRiskA Serious Video Game Targeting HIV Testing and Counseling: A Randomized Controlled Trial
Boomer T, Larkin K, Duncan L, Fernandes C, Fiellin L. A Serious Video Game Targeting HIV Testing and Counseling: A Randomized Controlled Trial. Journal Of Adolescent Health 2023, 74: 252-259. PMID: 37815773, PMCID: PMC10841098, DOI: 10.1016/j.jadohealth.2023.08.016.Peer-Reviewed Original ResearchHIV testingPrimary outcome measureSecondary outcomesControlled TrialsHIV statusParental consent formsVideo game interventionOutcome measuresAge groupsConsent formTrialsMonthsWeeksGame interventionControl conditionOutcomesParticipantsCounselingStudy conditionsAdolescentsGroupSubjects ANOVASessionsParticipants' attitudes
2023
A digital health game to prevent opioid misuse and promote mental health in adolescents in school-based health settings: Protocol for the PlaySmart game randomized controlled trial
Boomer T, Hoerner L, Fernandes C, Maslar A, Aiudi S, Kyriakides T, Fiellin L. A digital health game to prevent opioid misuse and promote mental health in adolescents in school-based health settings: Protocol for the PlaySmart game randomized controlled trial. PLOS ONE 2023, 18: e0291298. PMID: 37683047, PMCID: PMC10490848, DOI: 10.1371/journal.pone.0291298.Peer-Reviewed Original ResearchConceptsMental health outcomesOpioid misuseMental healthHealth gamesHealth outcomesMeasures of depressionMental health symptomsGreater riskHelp-seeking behaviorSecondary outcome measuresCritical developmental periodOpioid use disorderPerception of riskRisk of initiationHealth symptomsSchool gradesProfessional helpMisusing opioidsPrimary outcomeDevelopmental periodAdolescentsOutcome measuresSubstance misuseUse disordersHealth settingsA Systematic Review and Meta-Analysis Evaluating the Efficacy of Stand-Alone Digital Interventions to Prevent Substance Use Among Adolescents
Aneni K, Meyer J, Funaro M, Pegram D, Umutoni F, Gomati de la Vega I, Jiao M, Fernandes C, Onyeaka H, Baiden P, Camenga D. A Systematic Review and Meta-Analysis Evaluating the Efficacy of Stand-Alone Digital Interventions to Prevent Substance Use Among Adolescents. Current Addiction Reports 2023, 10: 378-395. DOI: 10.1007/s40429-023-00508-0.Peer-Reviewed Original ResearchSubstance useTobacco useLarge effect sizesSystematic reviewDigital interventionsEffect sizeSystematic literature searchBooster sessionsPrevention servicesPacific Islander groupsTrial studySignificant effect sizePrevent Substance UseMeta-AnalysisCannabis useLiterature searchAlcohol useEthnic distributionInterventionSignificant reductionAdolescentsMultiple sessionsEfficacyCannabisNative American adolescents
2020
A quasi-experimental test of a virtual reality game prototype for adolescent E-Cigarette prevention
Weser VU, Duncan LR, Pendergrass TM, Fernandes CS, Fiellin LE, Hieftje KD. A quasi-experimental test of a virtual reality game prototype for adolescent E-Cigarette prevention. Addictive Behaviors 2020, 112: 106639. PMID: 32920455, DOI: 10.1016/j.addbeh.2020.106639.Peer-Reviewed Original ResearchConceptsSocial norm perceptionsGame prototypePerceptions of harmNorm perceptionsQuasi-experimental testPaired-samples t-testParticipants' enjoymentSocial normsPreliminary impactPerceptionEffect sizeE-cigarette preventionVirtual reality hardwarePost designAdolescentsSatisfactionVRDependent variableAttitudesHarm perceptionsE-cigarettesGameEnjoymentParticipantsGameplay