A stronger dependence among young users of «smart vape» features
November 13, 2026
Par: National Committee Against Smoking
Dernière mise à jour: November 9, 2026
Temps de lecture: 7 minutes
Screens, puff counters, integrated video games: so-called «smart» e-cigarettes (smart vapes) are adopting the features of smartphones and game consoles. A study by the Truth Initiative, published on November 4, 2026, in the journal Tobacco Control, confirms this.[1], The study shows that in the United States, more than half of young vapers aged 15 to 25 use these devices. It also shows that several of their features are associated with more frequent use and higher nicotine dependence. According to the authors, these products are designed to increase user engagement through digital technology, mobile applications, and video games. They thus introduce multiple addiction triggers into a single device.
Researchers surveyed 4,719 young people aged 15 to 25 online between July and September 2025. These young people had vaped at least once in the 30 days preceding the survey. Nearly three out of ten were minors (aged 15 to 17). They were presented with a definition of smart vapes along with photos of examples, and then asked which of twelve listed applications had features on the device they were using. The researchers measured two things: frequency of use (number of days vaped in the past month) and level of nicotine dependence. The aim was to determine whether using devices with interactive and connected features is associated with more frequent vaping and greater nicotine dependence than using e-cigarettes without these features.
Devices widely used among young people
E-cigarettes remain the most commonly used tobacco or nicotine product among young Americans. In 2024, 7.8% of high school students reported using them in the month preceding the survey, representing approximately 1.63 million teenagers. The authors describe a rapidly evolving market for these products. They include larger tanks, higher nicotine concentrations, and lower prices, as well as devices with digital features. These devices display battery level, remaining e-liquid, and the number of puffs taken, along with customizable wallpapers and animations. Some connect via Bluetooth to a mobile app to locate the device or receive calls and messages like any cell phone. The most advanced models include music, voice control, pre-installed games like Pac-Man or Tetris, virtual pets, and puff contests that require vaping to progress. Others even offer a pedometer or heart rate monitoring, blurring the line between vaping and everyday tech gadgets. Arriving on the US market in 2023, these products quickly gained traction. By August 2025, brands equipped with screens and notifications, such as Geek Bar Pulse and RAZ, were among the top five best-selling brands in the United States. Geek Bar was also one of the most frequently confiscated products in the country's schools. However, no smart vape has yet been authorized for sale by the Food and Drug Administration (FDA).
In the study, 59.1% of young vapers surveyed had used a smart vape device in the month preceding the survey, and nearly one in five (19.7%) had downloaded the associated app. The most common features were the on-screen indicators: battery level (35.5%), e-liquid level (25.8%), and puff counter (23.6%). Next came notifications, primarily low battery alerts (26%) and charging complete alerts (21.7%). Some devices allowed users to adjust the nicotine level (16.9%) or the flavor intensity (14.5%), and 8.6% of respondents used a vape device with integrated video games.
More frequent use and stronger dependence
More frequent vaping is associated with the presence of these features. Young people whose devices display the e-liquid level are about three times more likely to report more frequent use than others. This ratio is nearly 2.8 for the battery indicator and about 2.2 for nicotine level adjustment. Higher frequency is also observed for puff counters, flavor adjustment, and low battery or low e-liquid alerts. For most, these same features are associated with a higher addiction score. Stronger addiction is demonstrated in the presence of proximity alerts, which warn when the vape moves away from the phone. A more pronounced addiction is established, without, however, an increase in frequency of use, when the e-cigarette includes built-in video games. When all functions are considered simultaneously, vaping is more frequent, and it is also more frequent when only the liquid and battery indicator functions, puff counter, nicotine and flavor settings are considered independently; however, the geolocation of the device, remote locking, and the «ready to use» alert show no significant association.
Products designed to engage and appeal to young people
In their discussion, the authors note that the most «utilitarian» functions (battery and e-liquid levels, puff counter) are among those with the strongest associations in the study. While these functions may seem purely informational, they could maintain constant attention to the device, leading to more frequent monitoring and recharging. They could also fuel withdrawal anxiety as the puff counter or e-liquid level decreases. The researchers draw parallels between these mechanisms and those documented for smartphones: fear of missing out, intermittent reinforcement, and compulsive checking triggered by notifications. For vapes equipped with video games, the results suggest they appeal to both new and experienced vapers. Given the research on video game addiction, the authors call for experimental comparisons of the addictive potential of games, e-cigarettes, and vapes that combine the two. They also emphasize that nicotine is an addictive substance that can harm adolescent brain development. Combined with colorful designs and viral social media marketing, these features can, according to them, make smart vapes particularly appealing to young people. The authors conclude that smart vapes are designed to amplify engagement and interactivity with the product and that they combine several addictive triggers in a single device. They call for the review of the digital and interactive features of these products in tobacco control policies and for their exclusion from licensing procedures.
The authors acknowledge several limitations of their work. The cross-sectional design of the study does not allow for establishing a cause-and-effect relationship. Consumers already addicted might also choose certain brands for other reasons (price, flavor, nicotine content), and these brands happen to be equipped with smart features. Finally, the study does not cover the full range of features available on the market. They therefore recommend longitudinal and clinical studies, as well as ongoing monitoring of new designs.
AE
[1] Kreslake JM, Bertrand A, Iskra ML, et al Digital design features of ‘smart vapes’ and nicotine dependence among youth and young adults in the USA Tobacco Control Published Online First: 04 November 2026. doi: 10.1136/tc-2026-060227