A pilot study of preadolescents using focus groups to evaluate appeal of a video-based smoking prevention strategy

Martha S. Tingen, Lou F. Gramling, Gerald Bennett, Ethlyn M. Gibson, Margaret M. Renew

Research output: Contribution to journalArticlepeer-review

21 Scopus citations

Abstract

Every day, 3000 adolescents begin smoking.1 The process of nicotine addiction ensures that many of today's adolescent smokers will continue tobacco use into adulthood.1 Although widely publicized health warnings of tobacco have been disseminated, there has been no decrease in adolescent smoking over the last decade.1 Reducing the initiation of cigarette smoking of children and youth by 50% by the year 2000 is one of the nation' health objectives.2 The specific purpose of this exploratory study was to evaluate the appeal of a video-game intervention designed to prevent smoking initiation in preadolescents. Appeal was defined as the extent to which the study subjects expressed interest in the video-game intervention and the desire to continue using the game. Before evaluating the effectiveness of the educational video game as a smoking prevention strategy, it was important to determine the acceptability of this approach to children in the target population. The intervention, a health-hero video game,3 has not been used before in smoking prevention programs. Focus groups were used in which the study participants evaluated the appeal of the video game intervention. 4,5

Original languageEnglish (US)
Pages (from-to)118-124
Number of pages7
JournalJournal of Addictions Nursing
Volume9
Issue number3
DOIs
StatePublished - Dec 1 1997

ASJC Scopus subject areas

  • Phychiatric Mental Health
  • Psychiatry and Mental health

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