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Electronic Cigarettes with Games: A Dangerous Innovation

In the rapidly evolving world of digital gaming, a surprising new player has emerged: electronic cigarettes.

Once simple nicotine delivery devices, these vaping devices are now equipped with advanced touchscreens, animated displays, and even built-in games, representing a potentially disturbing trend in the technology and gaming industries.

This technological development is turning vaping into an interactive experience that could attract more young users, unknowingly combining the risk of nicotine addiction with the risk of gaming disorder.

As e-cigarettes become more attractive and multi-functional, the lines between recreational gaming and nicotine consumption are blurring, raising serious public health concerns.

New offer of electronic cigarettes

Scientists at the University of California, Riverside, are sounding the alarm about these new, high-tech products.

There is growing concern about the potential expansion of the e-cigarette market to include young people who were previously uninterested in nicotine products, which could also reinforce nicotine addiction among current users.

“Our lab is constantly monitoring the e-cigarette market for new devices, especially those aimed at adolescents and young adults,” said Man Wong, the study’s first author.

The team has tagged devices like the Craftbox V-Play, which can run games like Pac-Man, Tetris and F22.

Other disturbing products include vaporizers with built-in games that encourage users to vape, devices with animations that change as they inhale, and devices that allow personalization with personal photos or offer promotional trading cards with celebrity endorsements.

The Growing Problem of Disposable Vaporizers

Disposable vaporizers, which were relatively simple devices just two years ago, today resemble smartphones with portable gaming functions, which makes them increasingly attractive to young users.

Advances in technology have transformed these devices from being mere nicotine delivery devices to potentially dangerous triple-risk addictions: nicotine addiction, gaming disorder, and screen obsession.

Researchers were surprised to find smart vaporizers that required vaping to advance to the next level. An example of this was the URSA Pocket, a pod system with three built-in games. One of the games features a virtual pet that is fed with coins earned by inhaling.

Researchers have further raised concerns about the accessibility of such devices, which are often priced around $15 to $20, making them accessible to a younger audience who might be interested in purchasing and using them.

Urgent call for regulation

Given the potential risks, scientists call for more careful monitoring and regulation of these devices.

The authors suggest that increasing awareness of how rapidly e-cigarettes are evolving could improve oversight and encourage the rapid removal of products targeted at youth from the market.

The researchers suggest potential solutions include introducing stricter regulations to limit some of the functions of vaporizers and advocating for an outright ban on disposable vaporizers – an approach that has been taken by several countries.

But it’s not just an addiction problem, it’s an environmental problem. Disposable vaporizers, being single-use products, generate significant amounts of waste, which is exacerbated by the addition of screens, Bluetooth, and digital storage to these devices.

This research, funded by the National Institute of Environmental Health Sciences of the National Institutes of Health, the Food and Drug Administration, and the Center on Tobacco Products, provides valuable information for future regulation and public health policy.

Electronic cigarettes integrated with games

The combination of gaming and vaping raises concerns not only about addiction, but also about long-term health effects for young users.

Nicotine is known to affect brain development, especially in adolescents, and can lead to impaired cognitive function, mood disorders, and an increased likelihood of addiction to other substances.

The prospect of integrated gaming features may exacerbate these problems by increasing the frequency and duration of vaping sessions.

In addition, prolonged screen use and nicotine can lead to a sedentary lifestyle, which in turn contributes to obesity, cardiovascular problems, and other health issues.

The role of parents and educators

Parents and educators play a key role in combating this emerging trend. By raising awareness of the dangers of combining vaping and gaming, they can help prevent young people from falling into these harmful habits.

Open conversations about risk, as well as monitoring and advice, can significantly reduce the attractiveness of these devices.

Educational programs that emphasize the importance of healthy habits and the risks associated with nicotine and excessive screen time are essential. Schools should consider including such programs in their health curricula to equip students with the knowledge and strategies to resist these temptations.

Intersection of gaming and vaping

Combining vaping and gaming is a complex challenge that requires a coordinated effort among researchers, policymakers, parents, and educators.

As we navigate the changing landscape of digital innovation, we must prioritize the health and well-being of our youth.

The study was published in the journal Tobacco Control.

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