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Does the game VR FestLab improve alcohol resistance skills among adolescents?

Does a virtual reality-based game improve alcohol resistance skills among adolescents? A cluster randomised controlled trial

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
ISRCTN
Registry ID
ISRCTN11768445
Enrollment
420
Registered
2020-05-04
Start date
2020-06-01
Completion date
Unknown
Last updated
2022-03-28

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

The use of alcohol and other drugs (AOD) among young people in Denmark Not Applicable

Interventions

Current interventions as of 01/10/2020: The trial is conducted in grades 9 and 10 of public and boarding schools in the region of Southern Denmark. Randomization will be performed by a

Sponsors

TrygFonden
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: 1. Public primary/elementary schools in the Region of Southern Denmark 2. Students aged 15 – 18 3. Males/females/diverse

Exclusion criteria

Exclusion criteria: 1. Individual students with insufficient knowledge of Danish to understand typical everyday conversations 2. Individual students with special educational needs in mainstream classrooms

Design outcomes

Primary

MeasureTime frame
Current primary outcome measure as of 02/02/2021: 1. Resistance towards peer pressure to drink measured by the Social Pressure subscale of the DRSEQ-R at baseline and at first follow up (immediately after the intervention) _____ Previous primary outcome measure: 1. Resistance towards peer pressure to drink measured by the Social Pressure subscale of the DRSEQ-R at baseline, at first follow up (immediately after the intervention), and second follow up (6 weeks follow-up) 2. Drug refusal skills measured using the Brief Assessment Tool for the Life Skills Training Drug-Abuse at baseline, first follow up (immediately after the intervention), and second follow up (6 weeks follow-up)

Secondary

MeasureTime frame
Current secondary outcome measures as of 02/02/2021: All secondary outcome measures (except gameplay experiences) are measured by the baseline survey, first follow up (immediately after the intervention), and second follow up (6 weeks follow-up). Gameplay experiences are measured immediately after the intervention only. 1. Knowledge of blood-alcohol concentration (BAC) measured using questions developed by the research team at baseline, first follow up, and second follow up 2. Communication skills measured using the items concerning knowledge in the Alcohol Misuse Prevention questionnaire at baseline, first follow up, and second follow up 3. Positive role-models measured using questions developed by the research team with inspiration from the Regan Attitudes toward Non-Drinkers Scale (RANDS) at baseline, first follow up, and second follow up 4. Social support willingness measured using questions developed by the research team at baseline, first follow up, and second follow up 5. Outcome expectations measured using Danish “Ungeprofil” [Youth profile] at baseline, first follow up, and second follow up 6. Awareness of social pressures measured using one item of the Susceptibility to Peer Pressure index at baseline, first follow up, and second follow up 7. Gameplay experience (level of engagement, enjoyment and emotional reactions) measured by a scale developed by the research team as well as with the User Experience Questionnaire (UEQ-S) immediately after the intervention (first follow up) only 8. Drug refusal skills measured using the Brief Assessment Tool for the Life Skills Training Drug-Abuse at baseline, first follow up, and second follow up first follow up 9. Resistance towards peer pressure to drink measured by the Social Pressure subscale of the DRSEQ-R at baseline and at second follow-up

Countries

Denmark

Contacts

Public ContactChristiane Stock
cstock@health.sdu.dk+45 (0)65504210

Outcome results

None listed

Source: ISRCTN (via WHO ICTRP) · Data processed: Feb 4, 2026