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A Videogame Intervention for Tobacco Product Use Prevention in Adolescents

PURPOSE: This pilot study evaluated the short-term effects of an interactive videogame on changing adolescent knowledge, beliefs and risk perceptions, and intentions to use e-cigarettes, cigarettes, and other tobacco products. A secondary aim was to evaluate players’ game experience. METHODS: Partic...

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Dettagli Bibliografici
Pubblicato in:Addict Behav
Autori principali: Pentz, Mary Ann, Hieftje, Kimberly D., Pendergrass, Tyra M., Brito, Stephanie A., Liu, Mengyu, Arora, Trisha, Tindle, Hilary A., Krishnan-Sarin, Suchitra, Fiellin, Lynn E.
Natura: Artigo
Lingua:Inglês
Pubblicazione: 2018
Soggetti:
Accesso online:https://ncbi.nlm.nih.gov/pmc/articles/PMC6358489/
https://ncbi.nlm.nih.gov/pubmed/30477819
https://ncbi.nlm.nih.govhttp://dx.doi.org/10.1016/j.addbeh.2018.11.016
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