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A Virtual Reality Videogame for E-cigarette Prevention in Teens

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Yale University

Status

Completed

Conditions

E-Cig Use
Vaping

Treatments

Device: videogame
Other: treatment as usual

Study type

Interventional

Funder types

Other

Identifiers

NCT04054765
2000025177

Details and patient eligibility

About

The use of the Invite Only VR, with the aim to prevent the initiation of e-cigarette use in teens by increasing their knowledge, decreasing their intentions to use e-cigarettes, influencing their harm perceptions and attitudes associated with e-cigarettes, and increasing self-efficacy associated with refusing peers involving e-cigarettes.

Full description

Specific Aim #1: DEVELOPMENT: The researcher will update our current VR prototype into a polished videogame intervention using input from 4 focus groups of 5 adolescents each (n = 20), aged 12-17 and the extant literature. These focus groups will inform the development of the VR videogame intervention, Invite Only VR, for e-cigarette prevention among teens.

Specific Aim #2: EVALUATION: Conduct a pilot non-randomized cluster trial with 295 teens ages 11-14 comparing the Invite Only VR intervention vs. an attention/control non-health-related VR videogame, collecting assessment data at baseline, post-gameplay, three months and six months to determine:

  1. the preliminary impact of the intervention on e-cigarette use behaviors, knowledge, nicotine addiction knowledge, perceived addictiveness of e-cigarettes, perceived likelihood of using e-cigarettes, perceptions of harm, self-efficacy to refuse, social approval of e-cigarettes, and e-cigarette social perceptions
  2. the intervention's acceptability and feasibility by collecting quantitative and qualitative data on teens' satisfaction and gameplay experience of the intervention.
  3. preliminary evidence of the impact of Invite Only VR on players' perception and experience of social pressure and social norm development

Enrollment

287 patients

Sex

All

Ages

11 to 17 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Willing to wear a VR headset and play a video game for 45-60 minutes for 2-3 sessions and answer questions before and after playing the videogame.
  • Be enrolled in Milford Middle School District

Exclusion criteria

  • If subject does not fit the criteria above

Trial design

Primary purpose

Prevention

Allocation

Non-Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

287 participants in 2 patient groups

Teens in the Invite Only VR videogame
Experimental group
Description:
155 adolescents playing the Invite Only VR intervention
Treatment:
Device: videogame
Teens receive treatment as usual
Other group
Description:
132 adolescents receive treatment as usual, which includes regular instruction in health class regarding the dangers of e-cigarettes
Treatment:
Other: treatment as usual

Trial documents
1

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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