Trials / Completed
CompletedNCT07413432
A Virtual Reality Game to Prevent E-cigarette and Cannabis Vaping
A Virtual Reality Videogame for E-cigarette and Cannabis Prevention in Teens
- Status
- Completed
- Phase
- N/A
- Study type
- Interventional
- Enrollment
- 62 (actual)
- Sponsor
- Yale University · Academic / Other
- Sex
- All
- Age
- 11 Years – 15 Years
- Healthy volunteers
- Accepted
Summary
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.
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.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| BEHAVIORAL | Virtual reality videogame intervention for vaping prevention | 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 |
Timeline
- Start date
- 2025-09-26
- Primary completion
- 2025-12-15
- Completion
- 2025-12-30
- First posted
- 2026-02-17
- Last updated
- 2026-02-17
Locations
1 site across 1 country: United States
Source: ClinicalTrials.gov record NCT07413432. Inclusion in this directory is not an endorsement.