An Interactive Game for Changing Youth Behavior Regarding E-cigarettes

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Abstract

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.

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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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