Published on in Vol 23, No 9 (2021): September

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/28037, first published .
Acceptability Evaluation of the Use of Virtual Reality Games in Smoking-Prevention Education for High School Students: Prospective Observational Study

Acceptability Evaluation of the Use of Virtual Reality Games in Smoking-Prevention Education for High School Students: Prospective Observational Study

Acceptability Evaluation of the Use of Virtual Reality Games in Smoking-Prevention Education for High School Students: Prospective Observational Study

Journals

  1. Huang C, Chang L, Wang M, Sung C, Lin F, Guo J. Impact of Two Types of Board Games on Drug-Use Prevention in Adolescents at Senior High Schools. Games for Health Journal 2022;11(4):242 View
  2. Monarque M, Sabetti J, Ferrari M. Digital interventions for substance use disorders in young people: rapid review. Substance Abuse Treatment, Prevention, and Policy 2023;18(1) View
  3. Jiang F, Shangguan D. Researching and designing educational games on the basis of “self-regulated learning theory”. Frontiers in Psychology 2022;13 View
  4. Gazibara T, Cakic M, Cakic J, Grgurevic A, Pekmezovic T. Familiarity with the internet and health apps, and specific topic needs are amongst the factors that influence how online health information is used for health decisions amongst adolescents. Health Information & Libraries Journal 2024;41(3):283 View
  5. Hsu H, Guo J, Lin F, Chen S, Chuang C, Huang C. Effect of involvement and motivation on self-learning: Evaluating a mobile e-learning program for nurses caring for women with gynecologic cancer. Nurse Education in Practice 2023;67:103558 View
  6. Perski O, Jambharunkar T, Brown J, Kale D, König L. A pilot randomised trial of a brief virtual reality scenario in smokers unmotivated to quit: Assessing the feasibility of recruitment. PLOS Digital Health 2022;1(6):e0000060 View
  7. Guo J, Chang Y, Lin F, Fan C, Lai T, Huang C. User experience evaluation of a 3D virtual reality educational program for illegal drug use prevention among high school students: Applying the decomposed theory of planned behavior. DIGITAL HEALTH 2023;9 View
  8. Guldager J, Hrynyschyn R, Kjær S, Dietrich T, Majgaard G, Stock C, Garavand A. User experience, game satisfaction and engagement with the virtual simulation VR FestLab for alcohol prevention: A quantitative analysis among Danish adolescents. PLOS ONE 2023;18(5):e0286522 View
  9. Frisone F, Brizzi G, Riva G. VR-MEM: Harnessing Virtual Reality for Autobiographical Memory Enhancement in High School Settings. Cyberpsychology, Behavior, and Social Networking 2024;27(1):91 View
  10. Yu Z, Duan P. Meta‐analyses of anxiety, motivation, performance, satisfaction, and self‐efficacy in virtual reality‐assisted language education. Foreign Language Annals 2024;57(2):550 View
  11. Khalil G, Ramirez E, Khan M, Zhao B, Ribeiro N, Balian P. Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial. JMIR Serious Games 2024;12:e63296 View
  12. Tomczyk S, Gottschalk S. How Are Extended Reality Technologies Being Used for Behavioral Prevention and Health Promotion With Children and Adolescents? A Scoping Review. Journal of Adolescent Health 2024;75(6):856 View
  13. DiCasmirro J, Tranmer J, Davison C, Woo K, Toon D, Hubeny M, Ross‐White A, Goldie C. Public Health Interventions Targeting the Prevention of Adolescent Vaping: A Scoping Review. Public Health Nursing 2024 View

Books/Policy Documents

  1. Graziani P, Romo L. Soigner les Addictions par les TCC. View