SBIR/STTR Research Award
CD-ROM Game Prevents Children's Tobacco Use
Award amount
$100,000Program and phase
SBIR · Phase IAward year
2001Award details
- Awarding agency
- Department of Health and Human Services
- Branch
- National Institutes of Health
- Recipient company
- COMPACT DISC, INC.
- Proposal award date
- Not reported
- Contract end date
- Not reported
- UEI
- Not reported
- Solicitation number
- Not reported
- Topic code
- Not reported
Research abstract
DESCRIPTION (provided by applicant): Tobacco use is responsible for almost
400,000 deaths each year from heart disease, cancer, pulmonary disease and
stroke. Smoking and smokeless tobacco use starts at an early age and by high
school, over 70 percent of all students have used tobacco. Research shows many
life skills and attitudes are learned early in life; thus, significant efforts
should be placed on developing an anti-tobacco lifestyle in children. Since
children are more adaptable to changes than adults, and because prevention is
more beneficial than treatment, we believe pre-adolescents are the ideal
recipients of an interactive game, which requires and inspires the players to
be anti-tobacco practitioners. Early use and frequency are powerful predictors
of late, continues tobacco use. Because the average onset age is 14, the highly
addictive practice of smoking is classified as a 'pediatric medical disorder'
and once established it is arguably more difficult to stop than to prevent its
onset. Termination of established tobacco use is notoriously difficult; thus,
prevention of use before habituation is considered a worthwhile goal. We
propose to develop an innovative, engaging and entertaining CD-ROM (and
Web-based in Phase II) action-trivia game to deliver awareness, information and
alternative strategies to resist tobacco use in children aged 9-13. The
multi-player game, through engaging trivia challenges, will be developmentally
appropriate and provide: awareness of the dangers of tobacco use, exposure to
attitudes and values which discourage tobacco use, problem solving skills and
alternative behaviors to help young people avoid tobacco use. The major goal of
phase I is to demonstrate by field research that the target audience will, in
fact, engage willingly and enthusiastically in an age-appropriate interactive
anti-tobacco trivia game. Phase II will test the sustainable anti-tobacco use
effects of the game intervention over time. We have reason to believe that such
a breakthrough game will find a large audience in Phase III.
PROPOSED COMMERCIAL APPLICATION: NOT AVAILABLE
Technology keywords
Not reported