Key Points:
Some vape manufacturers are turning vapes into enticing gaming devices
Features in these vape devices encourage continued use
Stronger regulations are needed to stop youth from using these types of vapes
New devices are changing the vaping landscape. These high-tech gadgets – dubbed “smart vapes” – come equipped with touch screens, photo wallpapers, video games and more to enhance the user experience. Some even reward users for vaping, leaving experts concerned about the risk of screen addiction, gaming obsession, and nicotine dependence.
Enticing Devices In a research paper, two University of California scientists express alarm about smartphone-inspired vape pens and how easily accessible they are. Many can be purchased in vape shops and online for under $20, offering more puffs, higher power, and extra features compared to older vapes. In a short period, disposable vapes have morphed to the size of a flip phone screen and come coupled with games similar to “Pac-Man” and “Tetris.” A look at some websites promoting these products reveals enticing features that may resonate with younger individuals. For instance, Craftbox V-Play invites its users to “experience the ultimate vaping experience” with “built-in vape entertainment [that] includes three retro video games and a 1.77 inch full-color HD display.” Another smart vape brand offers the opportunity to “embark on an experience that goes beyond vaping and make each vaping session not just satisfying but also entertaining.”
Encouraging Vaping
Some of these devices even have digital games that reward users for vaping. The URSA Pocket from Lost Vape, a refillable pod system, has games called “Virtual Pet” and “Puff Count Competition.” In one game, you feed a virtual pet by earning coins through vaping. In another game, the user tracks puffs on a leaderboard, which they can share on social media.
Another product, CB15K, is endorsed by celebrity singer Chris Brown and includes collectible trading cards with every purchase. It also comes in a variety of flavors, often appealing to youth.
Enhancing Nicotine Use
Initially, vapes were designed just to deliver nicotine, but now companies are expanding their scope by combining nicotine with popular activities like gaming and screen use. Research shows when nicotine use is paired with other activities, it can reinforce those habits, increasing the likelihood that someone will keep vaping. This may not only foster nicotine dependence but also attract young people with no previous interest in experimenting with such devices.
The Need for More Regulation
Vape manufacturers continuously modify their products to lure use, especially among young individuals. Their creation often outpaces regulatory surveillance and action. The U.S. Food and Drug Administration and other regulatory agencies must monitor and regulate the sale of these devices.
By Linda Antinoro
Reviewed by Cindy Bistany, DHSc
References:
Wong M, Talbot P. Pac-Man on a vape: electronic cigarettes that target youth as handheld multimedia and gaming devices. Tobacco Control Published Online First: 15 June 2024. doi: 10.1136/tc-2024-058794 https://tobaccocontrol.bmj.com/content/early/2024/06/14/tc-2024-058794
Rupprecht LE, Smith TT, Schassburger RL, Buffalari DM, Sved AF, Donny EC. Behavioral mechanisms underlying nicotine reinforcement. Curr Top Behav Neurosci. 2015;24:19-53. doi: 10.1007/978-3-319-13482-6_2. PMID: 25638333; PMCID: PMC4536896. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4536896/
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