- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT04054765
A Virtual Reality Videogame for E-cigarette Prevention in Teens
Study Overview
Status
Intervention / Treatment
Detailed 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:
- 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
- the intervention's acceptability and feasibility by collecting quantitative and qualitative data on teens' satisfaction and gameplay experience of the intervention.
- preliminary evidence of the impact of Invite Only VR on players' perception and experience of social pressure and social norm development
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
Connecticut
-
Milford, Connecticut, United States, 06460
- Milford School District
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
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
Study Plan
How is the study designed?
Design Details
- Primary Purpose: PREVENTION
- Allocation: NON_RANDOMIZED
- Interventional Model: PARALLEL
- Masking: SINGLE
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
---|---|
EXPERIMENTAL: Teens in the Invite Only VR videogame
155 adolescents playing the Invite Only VR intervention
|
Invite Only VR videogame
|
OTHER: Teens receive treatment as usual
132 adolescents receive treatment as usual, which includes regular instruction in health class regarding the dangers of e-cigarettes
|
treatment as usual
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
---|---|---|
Percent of Participants Who Report E-cigarette Use at 6 Months
Time Frame: 6 months
|
The researcher will measure the percent of individuals who, after playing Invite Only VR, report the initiation of e-cigarette use in comparison to the control condition.
|
6 months
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
---|---|---|
Attitudes Towards E-cigarettes Pre-test
Time Frame: baseline
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' attitudes involving e-cigarette use - pretest survey.
Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) and then play the videogame intervention.
The survey includes 4 questions adapted from the National Youth Tobacco Survey (2014) focus on attitudes about e-cigarettes.
Questions have 4 response choices ranging from 1 (strongly disagree) to 4 (strongly agree) or 1 (definitely yes) to 4 (definitely not), or 1 (very unlikely) to 4 (very likely).
Some items were reverse coded so that scores of 1 always represented less healthy attitudes and scores of 4 corresponded to more healthy attitudes.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating healthier attitudes.
|
baseline
|
Attitudes Towards E-cigarettes Post-test
Time Frame: immediately after gameplay is completed
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' attitudes involving e-cigarette use - post-test survey.
Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software) after playing the videogame intervention.
The survey includes 4 questions adapted from the National Youth Tobacco Survey (2014) focus on attitudes about e-cigarettes.
Questions have 4 response choices ranging from 1 (strongly disagree) to 4 (strongly agree) or 1 (definitely yes) to 4 (definitely not), or 1 (very unlikely) to 4 (very likely).
Questions are reverse coded such that higher scores represent healthier attitudes towards e-cigarettes.
|
immediately after gameplay is completed
|
Attitudes Towards E-cigarettes Post-test
Time Frame: 3 months after gameplay is completed
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' attitudes involving e-cigarette use - 3 months post-test survey.
The survey includes 4 questions adapted from the National Youth Tobacco Survey (2014) focus on attitudes about e-cigarettes.
Questions have 4 response choices ranging from 1 (strongly disagree) to 4 (strongly agree) or 1 (definitely yes) to 4 (definitely not), or 1 (very unlikely) to 4 (very likely).
Some items were reverse coded so that scores of 1 always represented less healthy attitudes and scores of 4 corresponded to more healthy attitudes.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating healthier attitudes.
|
3 months after gameplay is completed
|
Attitudes Towards E-cigarettes Post-test
Time Frame: 6 months after gameplay is completed
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' attitudes involving e-cigarette use - 6 months post-test survey.
Participants will complete a survey through a secured, data collection website (Qualtrics Data Collection Software).
The survey includes 4 questions adapted from the National Youth Tobacco Survey (2014) focus on attitudes about e-cigarettes.
Questions have 4 response choices ranging from 1 (strongly disagree) to 4 (strongly agree) or 1 (definitely yes) to 4 (definitely not), or 1 (very unlikely) to 4 (very likely).
Some items were reverse coded so that scores of 1 always represented less healthy attitudes and scores of 4 corresponded to more healthy attitudes.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating healthier attitudes.
|
6 months after gameplay is completed
|
Knowledge of E-cigarettes Pre-test
Time Frame: baseline
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' knowledge about e-cigarettes - pre-test survey.
Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software), before playing the videogame intervention.
The survey includes 15 questions adapted from the National Youth Tobacco Survey (2014) focus on knowledge about e-cigarettes.
For knowledge, questions have 3 response choices (True, False, and not sure).
Correct answers are scored as 1, incorrect are scored as 0, and not sure responses are also scored as 0. Total scores range from 0 to 15, with higher scores indicating better performance.
|
baseline
|
Knowledge of E-cigarettes Post-test
Time Frame: immediately after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' knowledge about e-cigarettes- post-test survey.
Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software), after playing the videogame intervention.
The survey includes 15 questions adapted from the National Youth Tobacco Survey (2014) focus on knowledge about e-cigarettes.
For knowledge, questions have 3 response choices (True, False, and not sure).
Correct answers are scored as 1, incorrect are scored as 0, and not sure responses are also scored as 0. Total scores range from 0 to 15, with higher scores indicating better performance.
|
immediately after gameplay
|
Knowledge of E-cigarettes Post-test
Time Frame: 3 months after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' knowledge about e-cigarettes- 3 months post-test survey.
Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software).
The survey includes 15 questions adapted from the National Youth Tobacco Survey (2014) focus on knowledge about e-cigarettes.
For knowledge, questions have 3 response choices (True, False, and not sure).
Correct answers are scored as 1, incorrect are scored as 0, and not sure responses are also scored as 0. Total scores range from 0 to 15, with higher scores indicating better performance.
|
3 months after gameplay
|
Knowledge of E-cigarettes Post-test
Time Frame: 6 months after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' knowledge about e-cigarettes- 6 months post-test survey.
Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software).
The survey includes 15 questions adapted from the National Youth Tobacco Survey (2014) focus on knowledge about e-cigarettes.
For knowledge, questions have 3 response choices (True, False, and not sure).
Correct answers are scored as 1, incorrect are scored as 0, and not sure responses are also scored as 0. Total scores range from 0 to 15, with higher scores indicating better performance.
|
6 months after gameplay
|
Intentions of E-cigarettes Pre-test
Time Frame: baseline
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' intentions involving e-cigarette use - pretest survey.
Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) and then play the videogame intervention.
The survey includes 1 question adapted from the National Youth Tobacco Survey (2014): "Do you think you will vape or use an e-cigarette, like JUUL, in the next year?"
Participants respond on a Likert scale ranging from 1 (not at all likely) to 5 (very likely).
|
baseline
|
Intentions of E-cigarettes Post-test
Time Frame: immediately after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' intentions involving e-cigarette use - post test survey.
Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software) after playing videogame intervention.
The survey includes 1 question adapted from the National Youth Tobacco Survey (2014): "Do you think you will vape or use an e-cigarette, like JUUL, in the next year?"
Participants respond on a Likert scale ranging from 1 (not at all likely) to 5 (very likely).
|
immediately after gameplay
|
Intentions of E-cigarettes Post-test
Time Frame: 3 months after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' intentions involving e-cigarette use - 3 months post test survey.
Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software).
The survey includes 1 question adapted from the National Youth Tobacco Survey (2014): "Do you think you will vape or use an e-cigarette, like JUUL, in the next year?"
Participants respond on a Likert scale ranging from 1 (not at all likely) to 5 (very likely).
|
3 months after gameplay
|
Intentions of E-cigarettes Post-test
Time Frame: 6 months after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' intentions involving e-cigarette use - 6 months post test survey.
Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software).
The survey includes 1 question adapted from the National Youth Tobacco Survey (2014): "Do you think you will vape or use an e-cigarette, like JUUL, in the next year?"
Participants respond on a Likert scale ranging from 1 (not at all likely) to 5 (very likely).
|
6 months after gameplay
|
Perceptions Involving E-cigarettes Pretest
Time Frame: baseline
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' harm perceptions involving e-cigarette use - pretest survey.
Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) before playing the videogame intervention.
The survey includes 5 questions adapted from the National Youth Tobacco Survey (2014) focus on harm perceptions about e-cigarettes.
Questions have 4 choices ranging from 1 (no harm) to 4 (a lot of harm).
Some items are reverse coded such that higher mean scores indicate greater perceived harm of e-cigarettes.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater perceived harm.
|
baseline
|
Perceptions Involving E-cigarettes Post-test
Time Frame: immediately after gameplay is completed
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' harm perceptions involving e-cigarette use - post-test survey.
Participants will complete the survey through a secured, data collection website (Qualtrics Data Collection Software) after playing the videogame intervention.
The survey includes 5 questions adapted from the National Youth Tobacco Survey (2014) that focus on harm perceptions about e-cigarettes.
Questions have 4 choices ranging from 1 (no harm) to 4 (a lot of harm).
Some items are reverse coded such that higher scores indicate greater perceived harm of e-cigarettes.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater perceived harm.
|
immediately after gameplay is completed
|
Perceptions Involving E-cigarettes Post-test
Time Frame: 3 months after gameplay is completed
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' harm perceptions involving e-cigarette use - 3 month post-test survey.
Participants complete a survey through a secured, data collection website (Qualtrics Data Collection Software) 3 months after playing the intervention.
The survey includes 5 questions adapted from the National Youth Tobacco Survey (2014) that focus on harm perceptions of e-cigarettes.
Questions have 4 choices ranging from 1 (no harm) to 4 (a lot of harm).
Some items are reverse coded such that higher scores indicate greater perceived harm of e-cigarettes.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater perceived harm.
|
3 months after gameplay is completed
|
Perceptions Involving E-cigarettes Post-test
Time Frame: 6 months after gameplay is completed
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' harm perceptions involving e-cigarette use - post-test survey.
Participants completed a survey through a secured, data collection website (Qualtrics Data Collection Software) 6 months after playing the videogame intervention.
The survey includes 5 questions adapted from the National Youth Tobacco Survey (2014) that focus on harm perceptions of e-cigarettes.
Questions have 4 choices ranging from 1 (no harm) to 4 (a lot of harm).
Some items are reverse coded such that higher scores indicate greater perceived harm of e-cigarettes.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater perceived harm.
|
6 months after gameplay is completed
|
Refuse E-cigarettes Pre-test
Time Frame: baseline
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' self-efficacy to refuse e-cigarettes - pretest survey.
Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) and then play the videogame intervention.
The survey includes 6 questions adapted from the National Youth Tobacco Survey (2014) that focus on self-efficacy to refuse e-cigarettes.
Questions are Likert scale and have 4 choices ranging from 1 (not at all sure) to 4 (definitely sure).
Higher scores represent greater self-efficacy to refuse e-cigarettes across a variety of situations.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater elf-efficacy to refuse e-cigarettes.
|
baseline
|
Refuse E-cigarettes Post-test
Time Frame: immediately after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' self-efficacy to refuse e-cigarettes - post-test survey.
Participants will completed a post-survey through a secured, data collection website (Qualtrics Data Collection Software) immediately after playing the videogame intervention.
The survey includes 6 questions adapted from the National Youth Tobacco Survey (2014) that focus on self-efficacy to refuse e-cigarettes.
Questions are Likert scale and have 4 choices ranging from 1 (not at all sure) to 4 (definitely sure).
Higher scores represent greater self-efficacy to refuse e-cigarettes across a variety of situations.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater elf-efficacy to refuse e-cigarettes.
|
immediately after gameplay
|
Refuse E-cigarettes Post-test
Time Frame: 3 months after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' self-efficacy to refuse e-cigarettes - 3 months post-test survey.
Participants will completed a survey through a secured, data collection website (Qualtrics Data Collection Software) 3 months after playing the videogame intervention.
The survey includes 6 questions adapted from the National Youth Tobacco Survey (2014) that focus on self-efficacy to refuse e-cigarettes.
Questions are Likert scale and have 4 choices ranging from 1 (not at all sure) to 4 (definitely sure).
Higher scores represent greater self-efficacy to refuse e-cigarettes across a variety of situations.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater elf-efficacy to refuse e-cigarettes.
|
3 months after gameplay
|
Refuse E-cigarettes Post-test
Time Frame: 6 months after gameplay
|
To determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' self-efficacy to refuse e-cigarettes - 6 months post-test survey.
Participants completed a survey through a secured, data collection website (Qualtrics Data Collection Software) 6 months after playing the videogame intervention.
The survey includes 6 questions adapted from the National Youth Tobacco Survey (2014) that focus on self-efficacy to refuse e-cigarettes.
Questions are Likert scale and have 4 choices ranging from 1 (not at all sure) to 4 (definitely sure).
Higher scores represent greater self-efficacy to refuse e-cigarettes across a variety of situations.
Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater elf-efficacy to refuse e-cigarettes.
|
6 months after gameplay
|
Other Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
---|---|---|
Satisfaction With Gameplay Experience - Experimental Only
Time Frame: immediately after gameplay
|
To determine participants' satisfaction and gameplay experience - posttest survey (experimental only).
Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software).
The survey includes questions adapted from a survey developed at the play2PREVENT Lab about gameplay satisfaction and experience.
Questions have 4 choices ranging from strongly disagree to strongly agree.
Some items were reverse coded prior to all items being averaged into a composite scale that ranged from 1 to 4, with higher scores representing greater satisfaction with gameplay experience.
|
immediately after gameplay
|
Collaborators and Investigators
Sponsor
Study record dates
Study Major Dates
Study Start (ACTUAL)
Primary Completion (ACTUAL)
Study Completion (ACTUAL)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (ACTUAL)
Study Record Updates
Last Update Posted (ACTUAL)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
Other Study ID Numbers
- 2000025177
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
product manufactured in and exported from the U.S.
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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