Promoting Early Adolescent Non-smoking With a Game Intervention Supporting Self-efficacy
Promoting Early Adolescent Non-smoking With a Game Intervention Supporting Self-efficacy
This intervention study evaluates the effectiveness of a digital game intervention supporting smoking refusal self-efficacy among early adolescents (10-13 y). The participants are randomly allocated to two groups: the experimental group that receives the digital game intervention, and the control group that receives no intervention.
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Exclusion Criteria:
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Nine Cities, Finland