A Virtual Reality Game to Prevent E-cigarette and Cannabis Vaping
A Virtual Reality Videogame for E-cigarette and Cannabis Prevention in Teens
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
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Connecticut
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New Haven, Connecticut, United States, 06510
- Yale School of Medicine
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Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
- Child
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- enrolled at a participating middle school in CT
- speak English
- attending 6th, 7th, or 8th grade
- be willing to play a virtual reality videogame for 45-60 minutes/session
- ability to provide assent or parental/guardian consent
Exclusion Criteria:
- Failure to meet inclusion criteria
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: N/A
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
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Experimental: Invite Only VR Intervention Only Group
All participants in the study will play the virtual reality videogame intervention, Invite Only VR.
The game was developed for middle school students and focuses on e-cigarette and cannabis vaping prevention.
The game also includes content and skill-development related to emotion regulation and healthy coping.
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Invite Only VR is an immersive virtual reality game designed to help adolescents build knowledge, awareness, and refusal skills around vaping through interactive, story-based social scenarios.
The latest version expands its focus to include both nicotine and cannabis vaping, offering players realistic opportunities to navigate peer pressure and practice informed decision-making
Other Names:
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What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Feasibility Assessed Using Change in Retention Rates
Time Frame: From enrollment to the end of the last gameplay session, up to 1.5 hrs
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Feasibility will be measured the number of participants that completed the assigned intervention.
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From enrollment to the end of the last gameplay session, up to 1.5 hrs
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Acceptability Assessed Via Self-reported Survey
Time Frame: End of Final Gameplay Session, up to 1.5 hrs
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Acceptability of the intervention is assessed via self-reported survey at the post-gameplay time point using the game experience and satisfaction questionnaire, which is a 12-item scale custom-created for this study with 4-point Likert-type responses ranging from 1 (strongly disagree) to 4 (strongly agree).
Total score range 12-42.
Higher scores indicate stronger agreement with the statement.
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End of Final Gameplay Session, up to 1.5 hrs
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Usability of the Intervention Assessed via Self-Reported Survey
Time Frame: End of Final Gameplay Session, up to 1.5 hrs
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Usability of the intervention will be assessed via self-reported survey at the post-gameplay time point using the System Usability Scale (SUS), which is a 10-item scale with 5-point Likert-type responses ranging from 1 (strongly disagree) to 5 (strongly agree).
Total score range 10-50.
Higher scores indicate stronger agreement with the statement.
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End of Final Gameplay Session, up to 1.5 hrs
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Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Change in Intentions to Use E-cigarettes from Pre- to Post-Intervention
Time Frame: Baseline and immediately following the last gameplay session, up to 1.5 hrs.
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Changes in intentions to use e-cigarettes will be assessed using the Pierce Susceptibility Measure, at the post-gameplay time point which is a 4-item scale with 4-point Likert-type responses ranging from 1 (Definitely yes) to 4 (Definitely not).
Total score range 4-16.
Higher scores indicate greater intentions to use e-cigarettes.
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Baseline and immediately following the last gameplay session, up to 1.5 hrs.
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Change in Nicotine and Cannabis Harm Perceptions
Time Frame: Baseline and immediately following the last gameplay session up to 1.5 hrs.
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Change in nicotine and cannabis harm perceptions will be assessed using a 6-item survey created by the research team using a 5-point Likert scale.
Total score range is 6-30.
Lower scores indicate low harm perceptions.
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Baseline and immediately following the last gameplay session up to 1.5 hrs.
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Changes in Nicotine and Cannabis Vape Knowledge
Time Frame: Baseline and immediately following the last gameplay session, up to 1.5 hrs.
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Changes in nicotine and cannabis vape knowledge will be assessed using an 8-item survey created by the research team.
Responses include True, False, and I Don't Know.
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Baseline and immediately following the last gameplay session, up to 1.5 hrs.
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Collaborators and Investigators
Sponsor
Sponsor
Collaborators
Collaborators
Investigators
Investigators
- Principal Investigator: Deepa Camenga, MD, Yale University
- Principal Investigator: Kimberly Hieftje, PhD, Yale University
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- 2000025177_sub3
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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