ArticleAddictive behaviors2019
A videogame intervention for tobacco product use prevention in adolescents.
Article in Addictive behaviors, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers, 1 of them a synthesis that pooled it.
What it found
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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.
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.
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Who cites it
14 citing papers in PubMed, 1 synthesis or guideline pooled it, 45 citations in OpenAlex.
- Interventions to change vaping harm perceptions and associations between harm perceptions and vaping and smoking behaviours: A systematic review.Addiction (Abingdon, England) · 2026Pooled it
- Digital gamification and serious games for preventing e-cigarette use in adolescents: A systematic review without meta-analysis (SWiM).Tobacco induced diseases · 2026Review
- A videogame for perceived risk of harm from opioid misuse in adolescents: a randomized controlled trial.Nature health · 2026Article
- Novel Treatments for Adolescent Vaping Cessation: Are We There Yet?Journal of community hospital internal medicine perspectives · 2025Article
- E-concussion? an investigation of the representation of head impact events and concussion within popular sport-based video games.PloS one · 2025Article
- Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review.Children (Basel, Switzerland) · 2024Review
- Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial.JMIR serious games · 2024Article
- Adapting E-cigarette prevention programming to reach the latinx community.Cancer causes & control : CCC · 2024Article
- Noticing education campaigns or public health messages about vaping among youth in the United States, Canada and England from 2018 to 2022.Health education research · 2024Article
- A Content Analysis of Behavior Change Techniques Employed in North American Vaping Prevention Interventions.AJPM focus · 2023Article
- A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study.JMIR serious games · 2023Article
- Virtual tree, real impact: how simulated worlds associate with the perception of limited resources.Humanities & social sciences communications · 2022Article
- From tobacco-endgame strategizing to Red Queen's race: The case of non-combustible tobacco products.Addictive behaviors · 2019Article
- Public Health Interventions Targeting the Prevention of Adolescent Vaping: A Scoping Review.Public health nursing (Boston, Mass.)Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
9 authors at 3 institutions in 1 country.
Funding
Abstract
purposeThis pilot study evaluated the short-term effects of an interactive videogame on changing adolescent knowledge, beliefs and risk perceptions, and intentions to use e-cigarettes, cigarettes, and other tobacco products. A secondary aim was to evaluate players' game experience.
methodsParticipants (N = 80 11-14 year olds) were recruited from 7 community-based afterschool programs in New Haven, Connecticut and Los Angeles, California. The design was a single group pre-post design with replication. A pre-test survey was administered that included demographic variables and knowledge, risk perceptions, beliefs, and intentions to use e-cigarettes, cigarettes, and other tobacco products. An interactive videogame focusing on risky tobacco use situations was subsequently played in four 60-min sessions over a four-week period, followed by a post-test survey. Analyses included paired t-tests of pre-post videogame change, regression analyses, and path analyses testing mediational effects of beliefs and risk perceptions on the relationship between knowledge and intentions.
resultsThe videogame changed knowledge of e-cigarettes and other tobacco products (p's < 0.001), risk perceptions of cigarettes and e-cigarettes (p < .01 and p < .001, respectively), and beliefs about e-cigarettes and other tobacco products (p's < 0.05), but not intentions. Older adolescents reported greater e-cigarette knowledge and risk perceptions (p's < 0.05), and females reported greater risk perception of cigarettes (p < .05). Beliefs mediated the relationship between knowledge and intentions to use e-cigarettes (indirect effect p < .05).
conclusionResults suggest that brief exposure (4 h over 4 weeks) to a videogame focused on changing knowledge and attitudes towards tobacco products may have a promising effect on preventing risk for early adolescent tobacco product use, particularly for e-cigarettes.
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What OpenQuestion holds
Registered trials
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.