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Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents

, PhD, , PhD, , MEM, & , MD
 

ABSTRACT

Background: Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowledge and behavioral skills associated with primary prevention of cigarette and marijuana use. The authors also explored participants' gameplay experience. Methods: This study employed a 1-group pretest-posttest design with 25 adolescent boys and girls aged 11 to 14 years (Mage = 11.56, SD = 0.77) who had never tried cigarettes or marijuana. Participants played four 1-hour gameplay sessions over a 2-week period. Assessments of knowledge, self-efficacy, attitudes, perceived norms, and intentions related to cigarette and marijuana prevention were collected at baseline and 2-week and 12-week follow-ups. Ratings of gameplay experience were collected after the 2 weeks of gameplay. One-way repeated-measures analyses of variance (ANOVAs) were conducted. Results: Findings are (1) improvements in knowledge for both cigarette (Wilks' λ = 0.62, F(2, 23) = 7.21, P = .004) and marijuana (Wilks' λ = 0.67, F(2, 23) = 5.75, P = .009) use from pre- to post-gameplay that were characterized by large effects; and (2) nonsignificant trends in the expected direction emerged for changes in self-efficacy and perceived norms related to both cigarettes and marijuana that were characterized by medium-large effects. Overall, the players provided positive reports of their experience with the smokeSCREEN videogame prototype. Conclusions: These findings provide preliminary evidence that a videogame has the potential to influence key cognitive and motivational variables and can be an engaging means to deliver a cigarette and marijuana prevention intervention.

Author contributions

L.R.D. collaborated on the conceptualization and design of the study, consulted throughout the data collection, conducted the data analyses, drafted the initial manuscript, and approved the final manuscript as submitted. K.D.H. collaborated on the conceptualization and design of the study, helped to oversee the data collection, provided consultation and edits on the manuscript, and approved the final manuscript as submitted. T.M.P. provided consultation on the conceptualization and design of the study, oversaw the data collection, provided consultation and edits on the manuscript, and approved the final manuscript as submitted. B.G.S. provided consultation on the conceptualization and design of the study, provided consultation and edits on the manuscript, and approved the final manuscript as submitted. L.E.F. collaborated on the conceptualization and design of the study, helped to oversee the data collection, provided consultation and edits on the manuscript, and approved the final manuscript as submitted.

Notes

* Although a considerable body of research demonstrates the potential of videogames to be used for good, some researchers have also raised concern that videogame play can be problematic or compulsive for some adolescents. At this stage; however, problematic gaming, is not considered a diagnostic condition within the Diagnostic Statistical Manual of Mental DisordersCitation10 (DSM).

Additional information

Funding

Preparation of the manuscript was supported by a P30 Center of Excellence grant from the National Institute on Drug Abuse, National Institutes of Health (P30DA029926; Principal Investigator: Lisa A. Marsch). The funding organization had no role in the design and conduct of the study; collection, management, analysis, and interpretation of the data; preparation, review, or approval of the manuscript; and decision to submit the manuscript for publication.

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