Perceptions of tobacco in video games “PLAYING THE MOVIE DIRECTLY”: PERCEPTIONS OF TOBACCO CONTENT IN VIDEO GAMES Susan R. Forsyth PhD, RN Ruth E. Malone PhD, RN, F N Susan R. Forsyth PhD, RN Assistant Professor Department of Social and Behavioral Sciences, School of Nursing, University of #alifornia, San Francisco, US ssistant Professor School of Nursing, Samuel Merritt University, Oakland, US Ruth E. Malone PhD, RN, F N Professor Department of Social and Behavioral Sciences, School of Nursing, University of #alifornia, San Francisco, US Corresponding author: Susan R. Forsyth PhD, RN Department of Social and Behavioral Sciences 3333 California Street, L)ts-455, Box 0612 San Francisco, C 94118
[email protected] 510.512-8290 0 Perceptions of tobacco in video games 5ord count (excluding abstracts, references, tables and figures8& COMPETING INTERESTS: 9he authors declare that they have no competing interests. FUNDING: S.F. was supported by a dissertation a:ard from the California Tobacco-Related Disease Research Program (grant #22D9-0003). 1 Perceptions of tobacco in video games ABSTRACT Backgrou !"ai$% Despite visual similarity to films and the presence of tobacco imagery, video games have been overlooked as a vector for conveying tobacco content to adolescents. 9his qualitative study examined ho: tobacco content is perceived by adolescents and explored why game designers choose to insert tobacco imagery into games. M&'(od% Intervie:s were conducted with video game*playing adolescents (n>20), young adults (n=28), and game designers (n>5). Participants recalled games with tobacco imagery, described the imagery and its narrative e?ect, and discussed potential regulation.