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
A videogame intervention for tobacco product use prevention in adolescents
Pentz MA, Hieftje KD, Pendergrass TM, Brito SA, Liu M, Arora T, Tindle HA, Krishnan-Sarin S, Fiellin LE. A videogame intervention for tobacco product use prevention in adolescents. Addictive Behaviors 2018, 91: 188-192. PMID: 30477819, PMCID: PMC6358489, DOI: 10.1016/j.addbeh.2018.11.016.Peer-Reviewed Original ResearchConceptsRisk perceptionInteractive videogameGame experienceCommunity-based afterschool programsSingle-group pre-post designPlayers' game experienceGroup pre-post designGreater risk perceptionPre-post designMediational effectsVideogame interventionOlder adolescentsPost-test surveyPre-test surveyPath analysisPerceptionE-cigarette knowledgeAfterschool programsDemographic variablesUse preventionBeliefsAdolescents' knowledgeVideogamesIntentionAdolescents