2018
DOI: 10.1016/j.ijmedinf.2018.02.013
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Feasibility of mobile health game “Fume” in supporting tobacco-related health literacy among early adolescents: A three-armed cluster randomized design

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Cited by 25 publications
(42 citation statements)
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“…Unexpectedly, adolescents did not recommend the design of a full game-based intervention. Instead, they expressed interest in short quick games that resemble commonly known games in mobile phone applications (e.g., Temple Run) [39, 40]. Adolescents may prefer short games because they offer immediate feedback on actions and decisions, sometimes within the same interactive environment, allowing for an immersive experience, and helping to sustain interest in content [41].…”
Section: Discussionmentioning
confidence: 99%
“…Unexpectedly, adolescents did not recommend the design of a full game-based intervention. Instead, they expressed interest in short quick games that resemble commonly known games in mobile phone applications (e.g., Temple Run) [39, 40]. Adolescents may prefer short games because they offer immediate feedback on actions and decisions, sometimes within the same interactive environment, allowing for an immersive experience, and helping to sustain interest in content [41].…”
Section: Discussionmentioning
confidence: 99%
“…In terms of programming methods, the existing web-based media literacy smoking prevention programs include learning to play alone [ 28 ], games to play alone [ 31 ], and activities involving communication with online avatars [ 27 , 32 ], but it was confirmed that there were relatively few interventions which included online interactive communication. This study confirmed the needs for active methods and discussions of female high school students in the program development stage.…”
Section: Discussionmentioning
confidence: 99%
“…Although no difference was found between the motivation levels to quit smoking before and after the intervention, the efficacy of the interventions based on the use of the ICTs is confirmed, especially in occasional smokers (29) . Apart from that, these interventions are more effective if they are adapted to the smokers' characteristics and to the quitting phase in which they are (30) , if they use applications in their mobile devices, or if they combine graphics with humorous and stimulating elements, and with challenging games (31)(32) . Likewise, the participants' follow-up of the intervention was lower than the expected based on the lack of commitment of the young population and on the demands during the intervention (33) .…”
Section: Discussionmentioning
confidence: 99%