Evidence map›Paper›PMID 26230971›Full record

ArticleGames for health journal2015

Assessing the Impact of an Interactive Mobile Game on Tobacco-Related Attitudes and Beliefs: The Truth Campaign's "Flavor Monsters".

Jessica M Rath, Valerie Williams, Rebecca Rubenstein, Lexi Smith, Donna Vallone

Open access · hybridAbstract read
In one paragraph

Article in Games for health journal, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed, 1 pooled it
23.3field-weighted citation impact, top 1% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed, 1 synthesis or guideline pooled it, 20 citations in OpenAlex.

  1. Serious games for smoking prevention and cessation: A systematic review of game elements and game effects.Journal of the American Medical Informatics Association : JAMIA · 2020
    Pooled it
  2. Effectiveness of a Digital Health Game Intervention on Early Adolescent Smoking Refusal Self-Efficacy.Health education & behavior : the official publication of the Society for Public Health Education · 2024
    Trial
  3. Review
  4. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 2 institutions in 1 country.

Jessica M Rath1 Department of Evaluation Science and Research, Legacy , Washington, D.C.
Valerie Williams1 Department of Evaluation Science and Research, Legacy , Washington, D.C.
Rebecca Rubenstein3 Department of Marketing, Legacy , Washington, D.C.
Lexi Smith1 Department of Evaluation Science and Research, Legacy , Washington, D.C.
Donna Vallone1 Department of Evaluation Science and Research, Legacy , Washington, D.C.
Office of Legacy Management · USJohns Hopkins University · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Given that over 97 percent of American teens play videogames, it is not surprising that many "games for health" target youth. Although tobacco use is the leading cause of preventable death in the United States, few digital games focus on preventing this behavior. The aims of this study were twofold: (1) to determine if youth will play a game with tobacco-related information and themes and (2) to explain the relationship between the truth(®) (Legacy, Washington, DC) campaign's "Flavor Monsters" gameplay and shifts in game-related tobacco knowledge, attitudes, and beliefs. First, two versions of the game, with different amounts of tobacco-related content, were developed to examine the influence of tobacco-related content on player engagement, length of play, awareness of the truth brand, and receptivity to the game. No statistically significant differences were found for engagement (P=0.81), length of play (P=0.10), or awareness of the truth brand (P=0.67). Using an online survey through a preexisting online panel of 13-24 year olds, a longitudinal (n=693) design was used whereby exposure to messages varied naturally over time. Because of the large number of anti-tobacco industry attitude questions, we created an Anti-Tobacco Industry (ATI) Index based on the results of a factor analysis. Although gameplay was not a predictor of lower levels of intention to smoke, level mastered was a significant positive predictor of ATI Index attitudes score at 3 months, controlling for baseline ATI Index score, age, gender, and ever cigarette use (P=0.002). Longitudinal findings indicate a cumulative and enduring effect, suggesting that anti-tobacco content can be successfully integrated within a mobile game to help increase anti-tobacco attitudes.

Indexed as

Health Knowledge, Attitudes, PracticeAdolescentAwarenessFemaleFlavoring AgentsHumansLongitudinal StudiesMaleMobile ApplicationsSurveys and QuestionnairesTobacco IndustryTobacco UseVideo GamesYoung AdultFlavoring Agents

Identifiers

PMID26230971
PMCPMC4624250
OpenAlexW2218455105

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.