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青少年电子烟预防虚拟现实游戏评估。

Evaluation of a virtual reality E-cigarette prevention game for adolescents.

机构信息

Department of General Medicine, Yale School of Medicine, New Haven, CT, United States; play4REAL XR Lab at the Yale School of Medicine, New Haven, CT, United States.

play4REAL XR Lab at the Yale School of Medicine, New Haven, CT, United States; Department of Kinesiology and Physical Education, McGill University, Montreal, Quebec, Canada.

出版信息

Addict Behav. 2021 Nov;122:107027. doi: 10.1016/j.addbeh.2021.107027. Epub 2021 Jun 23.

DOI:10.1016/j.addbeh.2021.107027
PMID:34225030
Abstract

OBJECTIVE

To test preliminary efficacy and acceptability of Invite Only VR: A Vaping Prevention Game (Invite Only VR), an electronic cigarette (e-cigarette) prevention game that uses virtual reality (VR) hardware.

METHODS

285 adolescents (146 boys; ages 11-14; M = 12.45 years; SD = 0.57) were enrolled in this non-equivalent control groups design through their middle school. Participants who played Invite Only VR for 1.5 h were compared to treatment as usual at 4 timepoints: baseline, post gameplay, 3 and 6 months. Evidence of the efficacy of the game to influence e-cigarette use, e-cigarette knowledge, nicotine addiction knowledge, perceived addictiveness of e-cigarettes, perceived likelihood of using e-cigarettes, perceptions of harm, self-efficacy to refuse, social approval of e-cigarettes, and e-cigarette social perceptions was assessed using mixed between-within subjects ANOVAS. Intervention acceptability was indicated by measures of gameplay experience/satisfaction, VR experience, and perceived responsibility for game-based decisions.

RESULTS

From baseline to 6 months, Invite Only VR players improved in e-cigarette knowledge, nicotine addiction knowledge, perceived addictiveness of e-cigarettes, perceptions of harm, and social perceptions about e-cigarette use compared to the control group. No significant changes were observed for the other dependent variables, including e-cigarette use. Ratings of gameplay experience and satisfaction, VR experience, and game-based decisions were high.

CONCLUSIONS

Invite Only VR may help players develop knowledge about e-cigarettes and nicotine addiction, as well as encourage the development of healthy harm and social perceptions regarding e-cigarette use that persist 6 months beyond gameplay. Adolescents' satisfaction with the VR gameplay indicates preliminary intervention acceptability.

摘要

目的

测试仅限邀请 VR:一种电子烟预防游戏(仅限邀请 VR)的初步疗效和可接受性,这是一种使用虚拟现实(VR)硬件的电子烟预防游戏。

方法

通过他们的中学,招募了 285 名青少年(146 名男孩;年龄 11-14 岁;M=12.45 岁;SD=0.57)参与这项非等效对照组设计。与常规治疗相比,在 4 个时间点比较了玩仅限邀请 VR 游戏 1.5 小时的参与者:基线、游戏后、3 个月和 6 个月。使用混合跨被试内方差分析评估了游戏对影响电子烟使用、电子烟知识、尼古丁成瘾知识、电子烟成瘾感知、使用电子烟的可能性感知、感知危害、拒绝自我效能、电子烟社会认可和电子烟社会认知的疗效的证据。通过游戏体验/满意度、VR 体验和对基于游戏的决策的感知责任的测量来表示干预的可接受性。

结果

从基线到 6 个月,与对照组相比,仅限邀请 VR 玩家在电子烟知识、尼古丁成瘾知识、电子烟成瘾感知、感知危害和电子烟使用的社会认知方面有所提高。其他依赖变量,包括电子烟使用,没有观察到显著变化。游戏体验和满意度、VR 体验以及基于游戏的决策的评分都很高。

结论

仅限邀请 VR 可能有助于玩家了解电子烟和尼古丁成瘾的知识,并鼓励发展对电子烟使用的健康危害和社会认知,这种认知在游戏后持续 6 个月。青少年对 VR 游戏玩法的满意度表明初步干预的可接受性。

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