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Tag: e-cigarettes
05/23/2023

The Feasibility, Acceptability, and Initial Efficacy of a Remotely Delivered, Financial-Incentive Intervention to Initiate Vaping Abstinence in Young Adults

Raiff BR, Newman ST, Upton CR & Burrows CA. (2022). The feasibility, acceptability, and initial efficacy of a remotely delivered, financial-incentive intervention to initiate vaping abstinence in young adults. Experimental and Clinical Psychopharmacology, 30(5), 632–641. https://doi.org/10.1037/pha0000468

This study investigated the feasibility, acceptability, and preliminary efficacy of a remotely delivered intervention with financial incentives to promote vaping abstinence among young adults. Participants were recruited via a university email listserv and were between 18-35 years old, reported current vaping, and a desire to quit vaping. Eight participants were enrolled, given home cotinine saliva test kits (NicAlert and iScreen), and asked to abstain from vaping for 14 days. Live video meetings were scheduled every other day and provided the opportunity for participants to share their quitting process and receive support and guidance. All participants earned financial rewards for submission of their cotinine tests and escalating bonus rewards (increasing by $5 for each subsequent negative sample) for each cotinine negative sample at baseline and during the 14-day study. At the end of the study, participants completed exit survey questions on vaping behavior change and acceptability of study procedures. All participants completed 100% of video calls and were abstinent from vaping during the 2-week treatment period. Participants reported high favorability scores for the intervention (9.75-10 out of 10) related to convenience, effectiveness to help quit vaping, and fairness, and would recommend the intervention to someone else. Results also showed that cotinine levels decreased as financial bonuses for negative tests increased. This study provides a promising, acceptable, and safe approach to helping people stop vaping for 2 weeks. Future research should focus on exploring strategies for long-term sustainability of incentive-based interventions for vaping abstinence.

04/25/2023

Mixed methods evaluation of vaping and tobacco product use prevention interventions among youth in the Florida 4-H program

Bteddini DS, LeLaurin JH, Chi X, Hall JM, Theis RP, Gurka MJ, Lee J-H, Mobley EM, Khalil GE, Polansky CJ, Kellner AM, Fahnlander AM, Kelder SH, Fiellin LE, Gutter MS, Shenkman EA, & Salloum RG. (2023). Mixed methods evaluation of vaping and tobacco product use prevention interventions among youth in the Florida 4-H program. Addictive Behaviors, 141, 107637–107637. https://doi.org/10.1016/j.addbeh.2023.107637

This pilot study tested the delivery feasibility and outcomes of two programs, CATCH My Breath and smokeSCREEN, among youth in rural settings in Florida. Eighty-two youth participants (aged 11-17) were recruited from rural youth clubs in Florida and randomly assigned to one of three arms: CATCH My Breath, smokeSCREEN, and control (receiving educational flyers). CATCH My Breath and smokescreen are prevention interventions that focus on promoting healthy behaviors and increasing awareness of vaping and tobacco use. CATCH My Breath consists of four interactive modules on vaping prevention delivered over Zoom group sessions weekly for four w eeks. smokeSCREEN is a smoking and vaping prevention video game and was delivered individually to adolescents. Participants from both intervention arms were also invited join group Zoom discussions weekly for four weeks to discuss the game. Out of the participants in the intervention arms, 83.7% attended the majority of group Zoom sessions. After the intervention, CATCH My Breath participants showed significant improvement in tobacco knowledge (post-pre=3.3, p<.01) and risk perceptions for other flavored tobacco products (post-pre=1.6, p<.05). Post intervention, smokeSCREEN participants demonstrated significantly improved tobacco knowledge (post-pre=5.0, p<.01), e-cigarettes knowledge (post-pre=2.8, p<.01) and risk perception towards e-cigarettes (post-pre=2.8, p<.05). In the control group, only risk perception to cigarettes significantly changed (post-pre=1.1, p<.01). Findings show positive feasibility and immediate positive impact of these digital intervention games augmented by virtual group sessions. Future work is needed to differentiate the impact of digital games from that of virtual group discussions. Investigations with larger samples and a longer follow-up period to evaluate longer-term impact are needed.

10/12/2021

F.D.A. Authorizes E-Cigarettes to Stay on U.S. Market for the First Time

Article Excerpt: The Food and Drug Administration for the first time on Tuesday authorized an electronic cigarette to be sold in the United States, a significant turn in one of the most contentious public health debates in decades. In greenlighting a device and tobacco-flavored cartridges marketed by R.J. Reynolds under the brand name Vuse, the agency signaled that it believed that the help certain vaping devices offer smokers to quit traditional cigarettes is more significant than the risks of ensnaring a new generation.

Full Article: https://tinyurl.com/3xr2v895

Article Source: The New York Times

07/02/2021

Effectiveness of a web-based tobacco product use prevention videogame intervention on young adolescents’ beliefs and knowledge

Hieftje K, Fernandes C, Lin I, Fiellin L. (2021). Effectiveness of a web-based tobacco product use prevention videogame intervention on young adolescents’ beliefs and knowledge. Substance Abuse. 42(1): 47-53. doi: 10.1080/08897077.2019.1691128

Researchers recruited adolescents (n = 560) age 10–16 years from schools and afterschool programs across the U.S. to participate in a study of the effectiveness of a web-based videogame tobacco prevention intervention, smokeSCREEN. Informed by social cognitive theory and the theory of planned behavior, the intervention facilitates tobacco use prevention in adolescents by increasing knowledge and promoting healthy beliefs around combustible cigarettes, e-cigarettes, vaping, and flavored tobacco product use. smokeSCREEN comprises two mini-games: Refusal Power (players practice refusing peers in risky situations involving tobacco products, with a focus on vaping and JUUL vapes) and Knew Sense (provides tobacco use information, which players practice applying through role-play with a cartoon peer character). Participants accessed smokeSCREEN through a private, password-protected website during school or in an afterschool program. Total game time was one to two hours. Participants completed a survey on knowledge and beliefs about tobacco product use at baseline and post-intervention through a secure website. At post-intervention, participants also answered questions on gameplay experience. Analysis revealed significant increases in the proportions of correct survey answers between baseline and post-intervention for all six questions about knowledge of tobacco product use. Participants also demonstrated significant improvement in the number of correct answers for seven of the eight total questions on beliefs about tobacco product use from baseline to post-intervention. Seventy-six percent of participants reported learning something new from playing smokeSCREEN, 69% enjoyed the game, and 58% would recommend smokeSCREEN to friends. Results suggest that smokeSCREEN has a beneficial effect on participant knowledge and beliefs about tobacco product use and is acceptable to adolescents.

06/15/2021

Text Message Vaping Intervention May Help Young Adults Quit

Article Excerpt: A text message-based intervention promotes vaping cessation in young adults, according to study results published in JAMA Internal Medicine. Although e-cigarettes, aka vaping, are the most common type of tobacco use among adults age 18 to 24, there are few, if any vaping cessation programs available. The researchers developed an intervention based on text messages as a possible solution.

Full Article: https://tinyurl.com/adva3dk5

Article Source: Psychiatry Advisor

05/14/2021

Exploring how social media exposure and interactions are associated with ENDS and tobacco use in adolescents from the PATH study

Cavazos-Rehg P, Li X, Kasson E, et al. (2021). Exploring how social media exposure and interactions are associated with ENDS and tobacco use in adolescents from the PATH study. Nicotine & Tobacco Research. 23(3): 487–494. doi: 10.1093/ntr/ntaa113

Researchers used a nationally representative data set from the U.S. Population Assessment of Tobacco and Health (PATH) study to examine the relationship between behavior on social media and use of electronic nicotine delivery systems (ENDS) and tobacco among 11,279 adolescents aged 12-18 years. Read More

01/29/2021

How AI-powered ‘Puff Technology’ Can Help Smokers Quit

Article Excerpt: Researchers at the University of East Anglia (UEA) in the UK launched a new study¹ this week to help understand the smoking habits of e-cigarette users. The research will be used to develop an artificial intelligence program that could be used to help smokers quit tobacco. The team, led by Emma Ward and Felix Naughton, both doctors from UEA’s Norwich Medical School and School of Health Sciences respectively, will use a monitoring device that attaches to tank-based e-cigarettes and measures how many inhalations a smoker takes and the duration between these ‘puffs.’

Full Article: https://tinyurl.com/y5r6eq4z

Article Source: AZO Robotics

04/30/2020

Device Tracks Vaping Habits To Better Understand Use

Article Excerpt: A new tool developed by a Cornell Tech team can unobtrusively monitor electronic cigarette inhalations – yielding important information for research about when and where people vape, how deeply they inhale and how much nicotine they consume.

Full Article: https://tinyurl.com/yau459rb

Article Source: Cornell Chronicle

03/10/2020

Videogames and Vaping: Can One Popular Phenomenon Be Used to Prevent Another?

Article Excerpt: Ninety percent of teenagers in the United States play videogames, and videogame interventions appear to promote health behavior change and associated outcomes (e.g., knowledge, risk perception, and self-efficacy) in adolescents. SmokeSCREEN is a web-based interactive videogame designed to bolster knowledge of e-cigarettes and vaping and build peer pressure refusal skills in adolescents.

Full Article: https://tinyurl.com/sy5u5st

Article Source: BASIS