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Evaluation of a virtual reality E-cigarette prevention game for adolescents
Addictive Behaviors ( IF 4.4 ) Pub Date : 2021-06-23 , DOI: 10.1016/j.addbeh.2021.107027
Veronica U Weser 1 , Lindsay R Duncan 2 , Brandon E Sands 1 , Andrew Schartmann 3 , Sandra Jacobo 4 , Bernard François 5 , Kimberly D Hieftje 1
Affiliation  

Objective

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.

Methods

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.

Results

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.

Conclusions

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.



中文翻译:

青少年虚拟现实电子烟预防游戏的评价

客观的

测试Invite Only VR:预防电子烟游戏Invite Only VR),一款使用虚拟现实(VR)硬件的电子烟(e-香烟)预防游戏的初步效果和可接受性。

方法

285 名青少年(146 名男孩;11-14 岁;M  = 12.45 岁;SD = 0.57)在他们的中学期间参加了这种非等效对照组设计。玩过Invite Only VR 的参与者1.5 小时与常规治疗在 4 个时间点进行比较:基线、游戏后、3 个月和 6 个月。游戏影响电子烟使用效果的证据、电子烟知识、尼古丁成瘾知识、感知电子烟成瘾性、感知使用电子烟的可能性、伤害感知、拒绝自我效能、社会认可电子烟,电子烟的社会认知是使用混合的组内受试者方差分析来评估的。干预的可接受性通过游戏体验/满意度、VR 体验和基于游戏的决策的感知责任来衡量。

结果

从基线到 6 个月,与对照组相比,Invite Only VR玩家在电子烟知识、尼古丁成瘾知识、感知电子烟成瘾性、危害感知以及对电子烟使用的社会感知方面都有所提高。其他因变量没有观察到显着变化,包括电子烟​​的使用。游戏体验和满意度、VR 体验和基于游戏的决策的评分很高。

结论

Invite Only VR可以帮助玩家发展关于电子烟和尼古丁成瘾的知识,并鼓励在游戏结束后持续 6 个月的关于电子烟使用的健康危害和社会观念的发展。青少年对 VR 游戏的满意度表明初步干预的可接受性。

更新日期:2021-07-04
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