Evidence map›Paper›PMID 37506112›Full record

ArticlePloS one2023

Identifying adolescents' gaming preferences for a tobacco prevention social game: A qualitative study.

Georges Elias Khalil, Jeanie Kim, David McLean, Erica Ramirez, Bairu Zhao, Ramzi G Salloum

Open access · goldAbstract read
In one paragraph

Article in PloS one, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
1.0field-weighted citation impact, top 23% 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

1 citing paper in PubMed, 5 citations in OpenAlex.

  1. 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

6 authors at 2 institutions in 1 country.

Georges Elias KhalilDepartment of Health Outcomes and Biomedical Informatics, University of Florida, Gainesville, Florida, United States of America.ORCID 0000-0003-2870-2365
Jeanie KimDepartment of Behavioral Science, University of Texas MD Anderson Cancer Center, Houston, Texas, United States of America.ORCID 0000-0003-4190-1801
David McLeanDepartment of Health Outcomes and Biomedical Informatics, University of Florida, Gainesville, Florida, United States of America.
Erica RamirezDepartment of Health Outcomes and Biomedical Informatics, University of Florida, Gainesville, Florida, United States of America.
Bairu ZhaoDepartment of Health Outcomes and Biomedical Informatics, University of Florida, Gainesville, Florida, United States of America.
Ramzi G SalloumDepartment of Health Outcomes and Biomedical Informatics, University of Florida, Gainesville, Florida, United States of America.ORCID 0000-0002-8139-2418
University of Florida Health · USThe University of Texas MD Anderson Cancer Center · US

Funding

Social Influence Strategies during a Web-based Smoking Prevention Intervention for AdolescentsR00DA044277 · NIDA · UNIVERSITY OF FLORIDA · PI KHALIL, GEORGES ELIAS · 2020 to 2022
$756k
NIDA NIH HHS R00 DA044277
6 · The paper itself

Abstract

introductionConsidering the dangers of adolescent tobacco use, the successful design of behavioral programs is crucial for tobacco prevention. According to preliminary research, social game interventions can improve adolescent tobacco outcomes. The current qualitative study aims to (1) uncover the gaming elements that adolescents deem important for a positive learning experience, and (2) confirm these gaming elements with adolescents who are presented with a tobacco prevention game concept that applies these elements.

methodsFindings from this study are drawn from two phases. Phase 1 involved in-person focus group discussions (n = 15) and Phase 2 included three online focus groups and a paired interview with another set of adolescents (n = 15). The study was conducted under a project that aimed to design and test a social game-based tobacco prevention program for adolescents (Storm-Heroes). With open coding and thematic analysis, two research team members identified repeated topics and relevant quotes to organize them into themes. The themes evolved as new content was identified during the process. This process was repeated until thematic saturation was reached.

resultsThematic analysis across Phase 1 and Phase 2 revealed four major themes: 1) Balance during gaming challenges, 2) Healthy social interaction, 3) Performance and creative freedom, and 4) Fictional world and game mechanics for tobacco prevention.

conclusionThis study identified specific intervention features that best fit the needs of adolescents in the context of a social game for tobacco prevention. For future research, we will use a participatory approach to allow adolescents to take part in the design process, improve Storm-Heroes, and develop health promotional messages that can be incorporated into the program. Ultimately, a board game for tobacco prevention is expected to bring adolescents together to create lasting memories that nudge them away from tobacco use and the harm it can cause.

Indexed as

Video GamesAdolescentHealth PromotionHumansQualitative ResearchTobacco Use

Identifiers

PMID37506112
PMCPMC10381079
OpenAlexW4385336305

What OpenQuestion holds

Textmetadata
LicenceCC BY
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.