Pilot trial evaluates a mobile game improving e-cigarette prevention knowledge and attitudes among adolescents, suggesting innovative addiction intervention tools.
This study presents the design, development, and pilot evaluation of Addict-Shield, a mobile educational serious game aimed at preventing electronic cigarette use among adolescents. The proposed approach is grounded in the DICE model (Define, Imagine, Create, Evaluate) to ensure a structured and learner-centered design process. The game integrates narrative-driven scenarios, gamification mechanics, and scientifically validated prevention content targeting risk awareness, stress management, and refusal skills. A pilot pre-test/post-test study was conducted with a convenience sample of 25 adolescents aged 12–18 years. Results indicate substantial improvements in knowledge scores (mean increase from 32% to 80%), stronger negative attitudes toward vaping, and increased behavioral intention to refuse e-cigarettes in peer-pressure situations (from 33% to 85%). Descriptive comparisons between pre-test and post-test results indicated substantial improvements in knowledge, attitudes, and behavioral intention following the intervention. Participants also reported high engagement and perceived usefulness (83–91%). Although the findings remain preliminary due to the limited sample size and absence of a control group, the results suggest the potential of structured mobile serious games for adolescent addiction prevention. These findings highlight the relevance of mobile serious games as innovative tools for adolescent addiction prevention and health education.
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Bennis et al. (2026) studied this question.
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