Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study.

Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study.
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DOI:
10.2196/30949
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发表时间:
2022-03-24
期刊:
影响因子:
4
通讯作者:
Raiff BR
Raiff BR
中科院分区:
医学3区
文献类型:
--
作者:
Upton CR;Nastasi JA;Raiff BR

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在美国,吸烟是导致发病和死亡的最主要原因。尽管大多数吸烟者都表达了戒烟的愿望,但只有一小部分人成功了。严肃游戏在健康领域变得流行起来,因为它是一种潜在的途径,可以为吸烟人群提供可扩展的治疗方法,既方便又吸引人。一些戒烟游戏已经被开发出来,但这些游戏具有广泛的游戏元素,不一定是基于普通大众或吸烟人群现有的电子游戏偏好。为了更好地为治疗开发提供信息,本研究旨在评估寻求治疗的吸烟个体对电子游戏类型的偏好(N=473)。参与者回答了一项筛选调查,以参加一个更大的、严肃的戒烟游戏干预。在这个筛选调查中,参与者被要求透露他们最喜欢的电子游戏,结果产生了277个独特的游戏名称。这些游戏是根据发行商列表和游戏功能进行类型分类的。然后分析这些类型的报告的总体频率和年龄组。在≤34岁的成年人中,动作、角色扮演和动作冒险是最受欢迎的游戏类型;在35-44岁的成年人中,动作、动作冒险和逻辑是最受欢迎的游戏类型;在≥45岁的成年人中,逻辑和动作是报告最多的类型。这些数据表明,寻求治疗的吸烟个体在不同年龄段有不同的游戏偏好,这些数据为未来针对吸烟人群的严肃游戏的开发提供了新的信息,这些游戏是根据他们的年龄偏好量身定制的。ClinicalTrials.gov NCT03929003;https://clinicaltrials.gov/ct2/show/NCT03929003
Smoking is the most prevalent cause of morbidity and mortality in the United States. Although most individuals who smoke express a desire to quit smoking, only a small percentage are successful. Serious games have become popular in health sectors as a potential avenue for delivering a scalable treatment that is both accessible and engaging for the smoking population. Several smoking cessation games have already been developed, but these games feature a broad range of gameplay elements and are not necessarily based on existing video game preferences in the general or smoking population. To better inform treatment development, this study aims to evaluate video game genre preferences among treatment-seeking individuals who smoke (N=473). Participants responded to a screening survey to enroll in a larger, serious game intervention for smoking cessation. During this screening survey, participants were asked to disclose their favorite video games, which resulted in 277 unique game titles. These titles were coded for genre categories based on publisher listings and game features. The genres were then analyzed for the frequency of reporting overall and across age groups. Action, Role-Playing, and Action-Adventure were the most reported genres among adults aged ≤34 years; Action, Action-Adventure, and Logic were the most reported genres among adults aged 35-44 years; and Logic and Action were the most reported genres among adults aged ≥45 years. These data indicate that treatment-seeking individuals who smoke have different game preferences across age groups, and the data provide novel information to inform the development of future serious games targeting the smoking population that are tailored to the preferences of their age group. ClinicalTrials.gov NCT03929003; https://clinicaltrials.gov/ct2/show/NCT03929003
DOI: 10.2196/games.7025
发表时间: 2017-04-18
期刊: JMIR serious games
影响因子: 4
作者:
Chesham, Alvin;Wyss, Patric;Nef, Tobias
通讯作者: Nef, Tobias
DOI: 10.2196/resprot.2416
发表时间: 2013-09-11
影响因子: 1.7
作者:
Krebs P;Burkhalter JE;Snow B;Fiske J;Ostroff JS
通讯作者: Ostroff JS
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发表时间: 2017-01-06
影响因子: 33.9
作者:
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DOI: 10.2196/games.6258
发表时间: 2016-12-01
期刊: JMIR serious games
影响因子: 4
作者:
Bindoff I;de Salas K;Peterson G;Ling T;Lewis I;Wells L;Gee P;Ferguson SG
通讯作者: Ferguson SG
DOI: 10.2196/10252
发表时间: 2018-11-29
期刊: JMIR serious games
影响因子: 4
作者:
Edwards EA;Caton H;Lumsden J;Rivas C;Steed L;Pirunsarn Y;Jumbe S;Newby C;Shenvi A;Mazumdar S;Smith JQ;Greenhill D;Griffiths CJ;Walton RT
通讯作者: Walton RT