Yale researchers have developed a virtual reality video game that has been shown to help teens learn about the dangers of e-cigarettes
A group of researchers has been able to develop a virtual reality game that can help teens quit smoking. When a child grows up and becomes a teenager and teenager, he finds himself at a time in his life when he likes to “experiment”. They are testing the world and everything in it, and peer pressure can play an important role in what young people are attracted to. Things like cigarettes, alcohol and vaping can be popular items to try for teenagers, but they can harm their health and development. That’s why they’re always working to see how different resources can help them say no.
According to Medical Xpress, Yale researchers have developed a virtual reality video game that has been shown to help teens learn the dangers of e-cigarettes and also give them a chance to practice by telling them no.
Researchers said e-cigarette use is on the rise in the United States and an estimated 10% of teens smoke regularly, but remain unaware of the potential health hazards and risks they pose.
The game was created in Yale’s play4REAL XR Lab, which can be read here, and they partnered with three Connecticut middle schools for the project.
They recruited 285 students who had already taken a test before so that researchers could see exactly what basic knowledge they had about e-cigarettes and their prevention. In the control group, students continued their regular health studies, but the other group spent 2 hours for 2 or 3 sessions playing the new virtual reality game. All students were followed for 6 months.
The game is to bring students to a simulated reality of high school and they are in 9th grade. They form a circle of friends, usually described as “nerds,” and their goal is to make friends with the popular health class boy to be invited to a big party. Throughout the game, they will receive peer pressure on the vaping of classmates and will also have opportunities to learn the dangers. The game uses voice recognition, so teens can use their own voice in the game. The game focuses on social interactions when it comes to vaping, and students are taught to reject them as long as they stay “cool” enough to be invited to the party. The study showed that it is a resourceful tool that led to more knowledge about vaping and that they also perceived it as “less great” than the control group.
Sources: Medical Xpress, play4rlab
We’ve all heard about the possible consequences of vaping, so what do you tell your child when you bring a vaporizer home?
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