Vaping Devices with Video Games

The United States Food and Drug Administration (FDA) and other agencies have warned e-cigarette to companies to stop selling vaping products that look like toys because these products could attract youth to nicotine use. The vaping industry has gone a step further, producing vaping devices that are fully functional video games. We have observed several new vaping devices that contain youth-oriented video games such as Pac-Man, Tetris, Mario, Q*bert, and virtual pets. Some of these games reward users for each puff of nicotine. The incorporation of video games into vaping devices raises public health concerns regarding the potential appeal to younger users and the potential to escalate nicotine use and dependence. It is crucial to address these devices through robust policy, educational initiatives, and enforcement of existing policies.

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Institutions

Publication Details

Journal
Substance Use & Misuse
Published
2024-09-19
DOI
https://doi.org/10.1080/10826084.2024.2392547
Citations
3
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
3.40
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article

Vaping Devices with Video Games

Daniel W. Soto, Julia Vassey, Artur Galimov, Jennifer B. Unger
3 citations
Substance Use & Misuse
Digital Games and Media
3.40
article

Vaping Devices with Video Games

Daniel W. Soto, Julia Vassey, Artur Galimov, Jennifer B. Unger
article en
3 citations

Abstract

The United States Food and Drug Administration (FDA) and other agencies have warned e-cigarette to companies to stop selling vaping products that look like toys because these products could attract youth to nicotine use. The vaping industry has gone a step further, producing vaping devices that are fully functional video games. We have observed several new vaping devices that contain youth-oriented video games such as Pac-Man, Tetris, Mario, Q*bert, and virtual pets. Some of these games reward users for each puff of nicotine. The incorporation of video games into vaping devices raises public health concerns regarding the potential appeal to younger users and the potential to escalate nicotine use and dependence. It is crucial to address these devices through robust policy, educational initiatives, and enforcement of existing policies.

Substance Use & MisuseVol. 59(14)
University of Southern California (US)
Openalex Percentile: Top 7%
Digital Games and Media
3.40
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Vaping Devices with Video Games — Daniel W. Soto, Julia Vassey, et al. · Substance Use & Misuse (2024) | TGRS Research Map | TGRS