2021
Evaluation of a virtual reality E-cigarette prevention game for adolescents
Weser VU, Duncan LR, Sands BE, Schartmann A, Jacobo S, François B, Hieftje KD. Evaluation of a virtual reality E-cigarette prevention game for adolescents. Addictive Behaviors 2021, 122: 107027. PMID: 34225030, DOI: 10.1016/j.addbeh.2021.107027.Peer-Reviewed Original ResearchConceptsSocial perceptionPerceptions of harmIntervention acceptabilityE-cigarette knowledgeVR experienceAdolescents' satisfactionSocial approvalVR gameplayPerceptionGameplay experiencePreliminary efficacySubjects ANOVAE-cigarette useNon-equivalent control groupMiddle schoolVR playerSatisfactionNicotine addictionVirtual reality hardwareGameplayAdolescentsVRDependent variableControl groupGame
2018
Preliminary Investigation of a Videogame Prototype for Cigarette and Marijuana Prevention in Adolescents
Duncan LR, Hieftje KD, Pendergrass TM, Sawyer BG, Fiellin LE. Preliminary Investigation of a Videogame Prototype for Cigarette and Marijuana Prevention in Adolescents. Substance Abuse 2018, 39: 275-279. PMID: 29425481, PMCID: PMC6085155, DOI: 10.1080/08897077.2018.1437862.Peer-Reviewed Original ResearchConceptsMarijuana preventionGameplay experienceMarijuana useMedium-large effectWeeks of gameplayMotivational variablesBehavioral skillsPretest-posttest designAdolescent boysGameplay sessionsPreliminary evidenceRepeated-measures analysisOne-way repeated-measures analysisPrevention interventionsMarijuanaVideogamesHealth interventionsExperiencePreliminary investigationInterventionPositive reportsAdolescentsLarge effectNormsCigarettes“But Do They Like It?” Participant Satisfaction and Gameplay Experience of a Public Health Videogame Intervention in Adolescents
Hieftje K, Pendergrass T, Montanaro E, Kyriakides T, Florsheim O, Fiellin L. “But Do They Like It?” Participant Satisfaction and Gameplay Experience of a Public Health Videogame Intervention in Adolescents. 2018, 1-7. DOI: 10.1109/segah.2018.8401349.Peer-Reviewed Original Research