Time: 2021-08-16
Views: 685
On August 9th, according to a report by Vapingpost, researchers at Yale University School of Medicine believe that virtual reality video games can help young people quit e-cigarettes and steam devices.
Yale University medical researchers have developed an immersive virtual reality video game to help young people understand the dangers of e-cigarettes. The game aims to help these people learn practical strategies and learn to refuse to use these products. According to a media report from the Yale University School of Medicine, the proportion of young people using e-cigarettes is still rising.
Citing outdated data from the Centers for Disease Control and Prevention, the researchers conducted this study, believing that these trends still exist and that video games may change people's minds.
"When teenagers think of e-cigarettes, they think of Juul." said Veronica Weather, a research scientist in the Play4RealXR laboratory in the school's department of pediatrics. Weatherby is also the lead researcher of this study. "They have nothing to do with the harmful addictive nature of nicotine and e-cigarettes."
The game is called "Invitation Only Virtual Reality: A Game Against Electronic Cigarettes", and it takes students into a simulated high school world where they enter the ninth grade. Surrounded by a small group of "nerd" friends, the players' goal is to become friends of the popular seniors in the health class and be invited to his exclusive party. "
The game further shows that gamers will feel the peer pressure generated when their classmates try to get them to use e-cigarettes. Voice recognition technology is also used so that students can practice coping with stressful situations of their peers, including e-cigarettes. "
Weatherby said in the same press release from Yale Medical School: "As the game develops, you learn more and more strategies to reject e-cigarettes, while maintaining your calm and dignity as a high school student. So you can get an invitation to the party."
She added: “This is actually about the social interaction of e-cigarettes. Essentially, virtual reality games are just an attempt at social conditions. In addition, this video game also implies that marijuana smoking is the only thing for teenagers. The pressure experience of peers that you may encounter."
Despite this, Yale University researchers ignored some of the worst-case scenarios, including the use of more extreme products such as tobacco and cigarettes, and the proportion of alcohol, marijuana, and harder drugs among the target teenagers.
The researchers submitted their findings and published them in the academic journal Addictive Behavior. Based on the results of the research narrative, the researchers claimed to be successful. The results show: "From the baseline check to 6 months, compared with the control group, only VR players were invited to have knowledge of e-cigarettes, nicotine addiction, e-cigarette addiction perception, injury perception, and society’s perception of e-cigarette use. Improved. No significant changes have been observed in other dependent variables (including e-cigarette use). Game experience and satisfaction, virtual reality experience, and game-based decision-making scores are higher."