Featured Publications
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
2023
Use of Immersive Virtual Reality Spaces to Engage Adolescent and Young Adult Patients With Cancer in Therapist-Guided Support Groups: Protocol for a Pre-Post Study
Marks A, Garbatini A, Hieftje K, Puthenpura V, Weser V, Fernandes C. Use of Immersive Virtual Reality Spaces to Engage Adolescent and Young Adult Patients With Cancer in Therapist-Guided Support Groups: Protocol for a Pre-Post Study. JMIR Research Protocols 2023, 12: e48761. PMID: 37943596, PMCID: PMC10667982, DOI: 10.2196/48761.Peer-Reviewed Original ResearchINTERNATIONAL REGISTERED REPORT IDENTIFIERYoung adult patientsSupport groupsAdult patientsYoung adultsMean attendance rateSupport group interventionNon-Hispanic blacksNon-Hispanic whitesOverall retention rateNon-Hispanic AsiansRare disease populationPeer support groupsFacilitated support groupBone marrow failureMedian ageCommon diagnosisPreliminary efficacyHematologic malignanciesDisease populationLife measuresPatientsFinal intervention sessionTransgender femalesPsychosocial support