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Feasibility Study of a Virtual Reality Game Prototype for Adolescent E-Cigarette Prevention
Please enjoy this poster video, which was submitted by the authors below to "Building an Evidence Base for Commercially Available Technology," a virtual conference hosted by the UConn Center for mHealth and Social Media, May 14-15, 2020. Abstract Title: Feasibility Study of a Virtual Reality Game Prototype for Adolescent E-Cigarette Prevention Abstract Authors: Brandon Sands BA, Veronica Weser PhD, Kimberly Hieftje PhD Full Abstract: Objective: To test the feasibility and preliminary impact of Invite Only VR: A Vaping Prevention Game, a theory-driven and evidence-based electronic nicotine delivery system (ENDS)/e-cigarette prevention game played using virtual reality (VR) hardware. Methods: The study included the enrolment of 47 teens (38 male; mean age = 14.23, SD = .914) to test the feasibility and preliminary impact of the VR game using a pre/post design. Participant satisfaction and gameplay experience were measured following gameplay. Changes in knowledge, perceptions of harm, self-efficacy to refuse, and intentions regarding ENDS initiation were assessed. Effect sizes for the change in these outcome variables were calculated to determine the preliminary efficacy of the game. Results: Eighty-three percent of participants reported that they enjoyed playing the game and 78% said they would tell their friends to play. Gameplay increased player knowledge and player perceptions of ENDS harm. After playing the game, teens reported a lower likelihood of experimenting with ENDS in the future. Conclusions: Invite Only VR: A Vaping Prevention Game is a feasible intervention approach and may help players develop a knowledge about and motivations to avoid the use of ENDS/e-cigarettes.