Published on in Vol 17, No 10 (2015): October

Using Videogame Apps to Assess Gains in Adolescents’ Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery

Using Videogame Apps to Assess Gains in Adolescents’ Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery

Using Videogame Apps to Assess Gains in Adolescents’ Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery

Erika Montanaro 1*, PhD (HK), M Paed De;  Lynn E Fiellin 2*, MD;  Tamer Fakhouri 3*, MD;  Tassos C Kyriakides 4*, PhD (HK), M Paed De;  Lindsay R Duncan 5*, PhD (HK), M Paed De

1 Yale University , New Haven, CT, US

2 play2PREVENT Lab at Yale , Yale School of Medicine, New Haven, CT, US

3 One Medical Group , San Francisco, CA, US

4 Department of Social and Behavioral Sciences, Yale School of Public Health , New Haven, CT, US

5 McGill University, play2PREVENT Lab at Yale , Montreal, QC, CA

*all authors contributed equally

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