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Published on: December 16, 2010
Player Types and Gamification in Adolescent Tobacco Prevention: Insights from Game-Based Interventions
Bairu Zhao1, Georges E Khalil1
1Department of Health Outcomes and Biomedical Informatics, University of Florida, Gainesville, Florida, USA.
Abstract:
Background:Game-based tobacco prevention programs have demonstrated the potential to reduce adolescents' intention to vape. This study investigated the influence of gamification player types on the effectiveness of two programs: A Smoking Prevention Interactive Experience (ASPIRE), a computer-based intervention with videos and activities, and Storm-Heroes, a social game emphasizing interaction and action-based gameplay.Methods:Using the HEXAD typology, which categorizes players into six types (Philanthropists, Socializers, Free Spirits, Achievers, Players, and Disruptors), this study examined player type distributions, their relationship to intention to vape, and the impact of distraction during gameplay.Results:randomized trial involving 175 adolescents aged 11-18 from after-school programs evaluated player types, distraction levels, and intention to vape at baseline and 1.5 months post-intervention. Results revealed that participants in the Storm-Heroes group scored higher on player, disruptor, achiever, and free spirit types than those in the ASPIRE group. A tendency to be socializers was positively associated with higher vaping intention, while a tendency to be players predicted lower vaping intention. In addition, a significant three-way interaction indicated that disruptors in the Storm-Heroes group reduced vaping intention over time. Distraction effects varied by player type and program. Disruptors in Storm-Heroes were less affected by distraction, whereas socializers and players in ASPIRE experienced heightened distraction effects.Conclusion:These findings highlight the importance of tailoring interventions to specific player types to enhance engagement and effectiveness. The study supports the potential of gamified interventions to reduce adolescent vaping intentions. Future research should explore larger, more diverse populations and examine the broader impact of gamification on tobacco prevention outcomes.
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