4.5 Article

Adolescents' perceptions of flavored tobacco products, including E-cigarettes: A qualitative study to inform FDA tobacco education efforts through videogames

期刊

ADDICTIVE BEHAVIORS
卷 82, 期 -, 页码 189-194

出版社

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.addbeh.2018.03.021

关键词

Adolescent health; Tobacco use prevention; Qualitative research; Tobacco regulation

资金

  1. National Institute of Drug Abuse at the National Institutes of Health [P50DA036151]
  2. National Cancer Institute at the National Institutes of Health [P50CA180905]
  3. U.S. Food and Drug Administration's Center for Tobacco Products (CTP)
  4. NATIONAL CANCER INSTITUTE [U54CA180905, P50CA180905] Funding Source: NIH RePORTER
  5. NATIONAL INSTITUTE ON DRUG ABUSE [P50DA036151] Funding Source: NIH RePORTER

向作者/读者索取更多资源

Introduction: Flavored tobacco products have been shown to appeal to youth, however tobacco control strategies have traditionally not focused on these products. To inform the adaptation of an existing videogame to focus on the prevention of flavored tobacco product use, this study explored adolescents' perceptions, beliefs, and social norms surrounding these products, including flavored e-cigarettes. Methods: We conducted and analyzed transcripts from seven focus groups with 11-17-year-old adolescents (n = 33) from after-school programs in CT and CA in 2016. Participants discussed flavored tobacco product beliefs and experiences, and how these compared to traditional cigarettes. Results: Thematic analysis of transcripts revealed that participants could name flavors in tobacco products, even though few discussed first-hand experience with the products. Most groups perceived that flavored tobacco product and flavored e-cigarette use facilitated peer approval and acceptance. All groups discussed how youth could easily access flavored tobacco products, including e-cigarettes. Flavoring was a salient aspect of e-cigarette advertisements; however the groups did not recall exposure to other types of flavored tobacco product counter marketing. Conclusions: These data can help inform the development of tobacco control strategies, novel interventions (such as videogames), and future FDA efforts to prevent adolescent tobacco product use through education and risk communication.

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