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Implementation and Dissemination of an Evidence-Based Tobacco Product Use Prevention Videogame Intervention With Adolescents

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Yale University

Status

Completed

Conditions

Smoking
Smoking Cessation

Treatments

Device: smokeSCREEN web-based game

Study type

Interventional

Funder types

Other

Identifiers

NCT03815591
2000023070

Details and patient eligibility

About

To examine the effects on participants who play the smokeSCREEN game in that the game will have positive changes in their attitudes, beliefs, knowledge, intentions, behaviors and other outcomes related to smoking and tobacco products.

Full description

For this project, the CVS Pharmacy Health Foundation has identified after-school, school, and youth programs nationwide with whom to partner. For this project, the play2PREVENT Lab will provide these programs access to the tobacco use reduction/prevention game that the lab has created (smokeSCREEN). Program and school staff will enroll participants between the ages of 10-16 to play smokeSCREEN during their after school, school, and youth program. Before and after gameplay, participants will answer assessment questions related to their attitudes, beliefs, knowledge, intentions, and behaviors around smoking and tobacco product use. The data will be transmitted electronically via the LimeSurvey data collection platform to the Lab, for further analysis. None of the Lab staff will have contact with participants or after-school/school/youth program coordinators or staff.

Enrollment

560 patients

Sex

All

Ages

10 to 16 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Anyone with a userID and password.

Exclusion criteria

  • Does not fit the inclusion criteria

Trial design

Primary purpose

Prevention

Allocation

N/A

Interventional model

Single Group Assignment

Masking

None (Open label)

560 participants in 1 patient group

adolescents between ages of 10-16
Experimental group
Description:
Adolescents given a pre-post survey to measure the effect of the game and building that into the smokeSCREEN video game to anonymously collect information on players' perspectives, beliefs, attitudes, intentions, social norms, and behaviors around tobacco use, and collaborating with youth programs to pilot test how the game can be implemented in real world settings.
Treatment:
Device: smokeSCREEN web-based game

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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