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

, PhD, , PhD, , MEM, & , MD

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Kimberly D. Hieftje, Claudia-Santi F. Fernandes, I-Hsin Lin & Lynn E. Fiellin. (2021) Effectiveness of a web-based tobacco product use prevention videogame intervention on young adolescents’ beliefs and knowledge. Substance Abuse 42:1, pages 47-53.
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Lulu Zhang, JuanJuan Wang, Ziyan Li, Suizi Zhao & Jingfen Zhu. (2023) Association Between E-cigarette Exposure and Susceptibility: the Mediation Effect of Perception. International Journal of Mental Health and Addiction.
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Lauren Micalizzi, Delvon T. Mattingly, Joy L. Hart, Jessica King Jensen, E. Melinda Mahabee-Gittens & Kathleen A. Garrison. (2023) Smartphone Apps Targeting Youth Tobacco Use Prevention and Cessation: An Assessment of Credibility and Quality. Current Addiction Reports 10:4, pages 649-663.
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Tyra M. Pendergrass Boomer, Lily A. Hoerner, Claudia-Santi F. Fernandes, Amber Maslar, Sherry Aiudi, Tassos C. Kyriakides & Lynn E. Fiellin. (2023) A digital health game to prevent opioid misuse and promote mental health in adolescents in school-based health settings: Protocol for the PlaySmart game randomized controlled trial. PLOS ONE 18:9, pages e0291298.
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Juhan Lee, Suchitra Krishnan-Sarin & Grace Kong. (2023) Social media use and cannabis vaping initiation among US youth. Drug and Alcohol Dependence 249, pages 109949.
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Delphine Poquet, Philippe Martin, Mathilde Rateau, Zouina Benamara, Maria Teixeira & Clément Picot-Ngo. (2023) Tobacco prevention interventions - developing life skills through playful activities among children and preteens: A systematic review. Children and Youth Services Review 151, pages 107026.
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Joanna Nicholas, Brennen Mills, Sara Hansen, Stephen J. Bright, Joseph Scott, Imogen Ridout, Jess Watson, Heather Boyd, Luke Brook & Luke Hopper. (2023) Sideffect GamePlan: Development of an alcohol and other drug serious game for high school students using a systematic and iterative user-centred game development framework. Computers in Human Behavior 145, pages 107774.
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Jason J. Rose, Suchitra Krishnan-Sarin, Vernat J. Exil, Naomi M. Hamburg, Jessica L. Fetterman, Fumito Ichinose, Miguel A. Perez-Pinzon, Mary Rezk-Hanna & Eric Williamson. (2023) Cardiopulmonary Impact of Electronic Cigarettes and Vaping Products: A Scientific Statement From the American Heart Association. Circulation.
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Dima S. Bteddini, Jennifer H. LeLaurin, Xiaofei Chi, Jaclyn M. Hall, Ryan P. Theis, Matthew J. Gurka, Ji-Hyun Lee, Erin M. Mobley, George E. Khalil, Caroline J. Polansky, Allie M. Kellner, Alexandra M. Fahnlander, Steven H. Kelder, Lynn E. Fiellin, Michael S. Gutter, Elizabeth A. Shenkman & Ramzi G. Salloum. (2023) Mixed methods evaluation of vaping and tobacco product use prevention interventions among youth in the Florida 4-H program. Addictive Behaviors 141, pages 107637.
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Giuditta Gambino, Lorenzo Pia, Giuseppe Ferraro, Filippo Brighina, Danila Di Majo, Fabrizio Di Giovanni, Tommaso Ciorli, Pierangelo Sardo & Giuseppe Giglia. (2023) Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming. Brain Sciences 13:6, pages 877.
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Marika Monarque, Judith Sabetti & Manuela Ferrari. (2023) Digital interventions for substance use disorders in young people: rapid review. Substance Abuse Treatment, Prevention, and Policy 18:1.
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Geoffrey Maina, Yiyan Li, Yiting Fang, Jonathan Amoyaw, Mamata Pandey, Thea Herzog, Daniel Nkrumah, Jordan Sherstobitoff & Ghazal Mousavian. (2022) Exploring arts-based interventions for youth substance use prevention: a scoping review of literature. BMC Public Health 22:1.
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Juan Martínez-Miranda & Ismael Edrein Espinosa-Curiel. (2022) Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review. JMIR Serious Games 10:3, pages e39086.
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Daniel Luccas Arenas, Anna Viduani & Renata Brasil Araujo. (2022) Therapeutic Use of Role-Playing Game (RPG) in Mental Health: A Scoping Review. Simulation & Gaming 53:3, pages 285-311.
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Alfgeir L. Kristjansson, Stephen M. Davis, Jessica Coffman & Rosalina Mills. (2021) Icelandic Prevention Model for Rural Youth: A Feasibility Study in Central Appalachia. Health Promotion Practice 23:3, pages 397-406.
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Lukáš Kolek, Vít Šisler, Patrícia Martinková & Cyril Brom. (2021) Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects. Journal of Computer Assisted Learning 37:5, pages 1348-1369.
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Veronica U. Weser, Lindsay R. Duncan, Tyra M. Pendergrass, Claudia-Santi Fernandes, Lynn E. Fiellin & Kimberly D. Hieftje. (2021) A quasi-experimental test of a virtual reality game prototype for adolescent E-Cigarette prevention. Addictive Behaviors 112, pages 106639.
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M E Derksen, S van Strijp, A E Kunst, J G Daams, M W M Jaspers & M P Fransen. (2020) Serious games for smoking prevention and cessation: A systematic review of game elements and game effects. Journal of the American Medical Informatics Association 27:5, pages 818-833.
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