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Identifying adolescents' gaming preferences for a tobacco prevention social game: A qualitative study.

Georges Elias KhalilJeanie KimDavid McLeanErica RamirezBairu ZhaoRamzi George Salloum
Published in: PloS one (2023)
This study identified specific intervention features that best fit the needs of adolescents in the context of a social game for tobacco prevention. For future research, we will use a participatory approach to allow adolescents to take part in the design process, improve Storm-Heroes, and develop health promotional messages that can be incorporated into the program. Ultimately, a board game for tobacco prevention is expected to bring adolescents together to create lasting memories that nudge them away from tobacco use and the harm it can cause.
Keyphrases
  • young adults
  • physical activity
  • healthcare
  • mental health
  • randomized controlled trial
  • public health
  • virtual reality
  • decision making
  • risk assessment
  • current status
  • social media