143. Acceptability of “Back To School”: A Novel Minecraft-Based E-Cigarette Prevention and Cessation Game

E-cigarette popularity has dramatically increased among adolescents in recent years. Programs that improve knowledge of associated health risks are crucial for the prevention and cessation of adolescent e-cigarette use. Educational games have been found to increase learning engagement among adolescents, and studies evaluating the acceptability and effectiveness of tobacco education games have shown promising outcomes. However, few games that address tobacco or broader e-cigarette use behaviors are made available to adolescents outside of the classroom, and even fewer, if any, leverage popular gaming platforms or have been evaluated.
Source: Journal of Adolescent Health - Category: Child Development Authors: Source Type: research