- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07413432
A Virtual Reality Game to Prevent E-cigarette and Cannabis Vaping
February 11, 2026 updated by: Yale University
A Virtual Reality Videogame for E-cigarette and Cannabis Prevention in Teens
The goal of this study is to develop and test an adapted version of our virtual reality videogame intervention prototype, Invite Only VR, developed for middle school students, which focuses on e-cigarette and marijuana vaping prevention.
The game also includes a focus on emotion regulation and healthy coping skills.
To determine the preliminary impact of the intervention, investigators will collect acceptability and feasibility data from 6th-8th grade students across three Connecticut middle schools.
Investigators will also collect data on participants' knowledge, harm perceptions, and intentions to vape before and after they have played the videogame intervention.
Study Overview
Status
Completed
Conditions
Intervention / Treatment
Detailed Description
The goal of this project is to develop and evaluate an evidence-based classroom-based e-cigarette and marijuana vaping prevention videogame for 6th to 8th grade students in three CT middle schools.
To determine the preliminary impact of the intervention, investigators will measure the following : 1) students who complete the entire intervention (target outcome >90%), 2) acceptability of the intervention among 6th-8th grade students and school administration associated with delivery of the intervention (target outcome >90% report it is acceptable); 3) the intervention will be reported as feasible to implement by school administration(target outcome >90% report it is feasible); 4) students will increase knowledge of marijuana and nicotine vaping harms (target outcome pre-post knowledge and harm perceptions test score will have a statistically significant increase, 5) students will reduce their intentions to vape (target outcome pre-post intentions to vape will have a statistically significant decrease in scores).
Findings from this research study will produce the first theory-driven, evidence-based, novel VR videogame intervention focused on both e-cigarette and marijuana vaping in adolescents, a key population that needs engaging interventions designed specifically for them, and will provide acceptability and preliminary efficacy data to inform a larger-scale effectiveness-implementation trial.
Study Type
Interventional
Enrollment (Actual)
62
Phase
- Not Applicable
Contacts and Locations
This section provides the contact details for those conducting the study, and information on where this study is being conducted.
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
Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.
Eligibility Criteria
Ages Eligible for Study
- Child
Accepts Healthy Volunteers
Yes
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
This section provides details of the study plan, including how the study is designed and what the study is measuring.
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: N/A
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
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.
|
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
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Feasibility Assessed Using Change in Retention Rates
Time Frame: From enrollment to the end of the last gameplay session, up to 1.5 hrs
|
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
|
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
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
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.
|
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.
|
Collaborators and Investigators
This is where you will find people and organizations involved with this study.
Sponsor
Collaborators
Investigators
- Principal Investigator: Deepa Camenga, MD, Yale University
- Principal Investigator: Kimberly Hieftje, PhD, Yale University
Study record dates
These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.
Study Major Dates
Study Start (Actual)
September 26, 2025
Primary Completion (Actual)
December 15, 2025
Study Completion (Actual)
December 30, 2025
Study Registration Dates
First Submitted
October 20, 2025
First Submitted That Met QC Criteria
February 11, 2026
First Posted (Actual)
February 17, 2026
Study Record Updates
Last Update Posted (Actual)
February 17, 2026
Last Update Submitted That Met QC Criteria
February 11, 2026
Last Verified
February 1, 2026
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
- 2000025177_sub3
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
NO
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
No
Studies a U.S. FDA-regulated device product
No
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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