The aim of this study is to develop an educational video game and to assess its feasibility to influence youths’ interest in e-cigarettes. We first built a prototype storytelling game with facts about e-cigarettes, and then recruited 30 participants to evaluate the game. Each participant took pre- and post-game surveys on their knowledge, risk awareness, and susceptibility to using e-cigarettes. In addition, usability of the game was also evaluated in post-game survey. After playing the game, the participants demonstrated increased knowledge and perceived risk of e-cigarettes. The non-e-cigarette users reduced willingness to use e-cigarettes in post-game surveys. Results from this study demonstrated that using interactive video games can increase the users’ perception of vaping risk and thus potentially lower nicotine interest in youth.
CITATION STYLE
Xu, A., Amith, M., Li, J., Tang, L., & Tao, C. (2020). An Interactive Game for Changing Youth Behavior Regarding E-cigarettes. In Communications in Computer and Information Science (Vol. 1224 CCIS, pp. 512–518). Springer. https://doi.org/10.1007/978-3-030-50726-8_67
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