An Interactive Game for Changing Youth Behavior Regarding E-cigarettes

Angela Xu, Muhammad Amith, Jianfu Li, Lu Tang, Cui Tao

Research output: Chapter in Book/Report/Conference proceedingConference contribution


The aim of this study is to develop an educational video game and to assess its feasibility to influence youths’ interest in e-cigarettes. We first built a prototype storytelling game with facts about e-cigarettes, and then recruited 30 participants to evaluate the game. Each participant took pre- and post-game surveys on their knowledge, risk awareness, and susceptibility to using e-cigarettes. In addition, usability of the game was also evaluated in post-game survey. After playing the game, the participants demonstrated increased knowledge and perceived risk of e-cigarettes. The non-e-cigarette users reduced willingness to use e-cigarettes in post-game surveys. Results from this study demonstrated that using interactive video games can increase the users’ perception of vaping risk and thus potentially lower nicotine interest in youth.

Original languageEnglish (US)
Title of host publicationHCI International 2020 - Posters - 22nd International Conference, HCII 2020, Proceedings
EditorsConstantine Stephanidis, Margherita Antona
Number of pages7
ISBN (Print)9783030507251
StatePublished - 2020
Externally publishedYes
Event22nd International Conference on Human-Computer Interaction, HCII 2020 - Copenhagen, Denmark
Duration: Jul 19 2020Jul 24 2020

Publication series

NameCommunications in Computer and Information Science
Volume1224 CCIS
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937


Conference22nd International Conference on Human-Computer Interaction, HCII 2020


  • Electronic cigarettes
  • Intervention
  • Vaping
  • Video game
  • Youth

ASJC Scopus subject areas

  • General Computer Science
  • General Mathematics


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