E-Cig Use, Vaping
Conditions
Keywords
prevention, intervention
Brief summary
The use of the Invite Only VR, with the aim to prevent the initiation of e-cigarette use in teens by increasing their knowledge, decreasing their intentions to use e-cigarettes, influencing their harm perceptions and attitudes associated with e-cigarettes, and increasing self-efficacy associated with refusing peers involving e-cigarettes.
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: 1. 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 2. the intervention's acceptability and feasibility by collecting quantitative and qualitative data on teens' satisfaction and gameplay experience of the intervention. 3. preliminary evidence of the impact of Invite Only VR on players' perception and experience of social pressure and social norm development
Interventions
treatment as usual
Invite Only VR videogame
Sponsors
Study design
Intervention model description
non-equivalent control groups design with 285 teens ages 12-15 comparing the Invite Only VR intervention vs. treatment as usual
Eligibility
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
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Percent of Participants Who Report E-cigarette Use at 6 Months | 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. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Attitudes Towards E-cigarettes Pre-test | 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. |
| Attitudes Towards E-cigarettes Post-test | 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. |
| Knowledge of E-cigarettes Pre-test | 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. |
| Knowledge of E-cigarettes Post-test | 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. |
| Intentions of E-cigarettes Pre-test | 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). |
| Perceptions Involving E-cigarettes Pretest | 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. |
| Perceptions Involving E-cigarettes Post-test | 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. |
| Refuse E-cigarettes Pre-test | 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. |
| Refuse E-cigarettes Post-test | 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. |
| Intentions of E-cigarettes Post-test | 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). |
Other
| Measure | Time frame | Description |
|---|---|---|
| Satisfaction With Gameplay Experience - Experimental Only | 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. |
Countries
United States
Participant flow
Recruitment details
844 teens in Milford Schools met eligibility requirements. 557 were excluded for failure to provide signed parental consent for inclusion in the study
Participants by arm
| Arm | Count |
|---|---|
| Teens in the Invite Only VR Videogame 155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame | 155 |
| Teens Receive Treatment as Usual 132 adolescents receive treatment as usual
treatment as usual: treatment as usual | 132 |
| Total | 287 |
Withdrawals & dropouts
| Period | Reason | FG000 | FG001 |
|---|---|---|---|
| 3-month Follow up | Withdrawal by Subject | 0 | 3 |
| 6-month Follow up | Lost to Follow-up | 32 | 32 |
| Baseline | Withdrawal by Subject | 5 | 3 |
| Post-Gameplay / 1-week Follow up | Withdrawal by Subject | 8 | 3 |
Baseline characteristics
| Characteristic | Teens in the Invite Only VR Videogame | Teens Receive Treatment as Usual | Total |
|---|---|---|---|
| Age, Categorical <=18 years | 155 Participants | 132 Participants | 287 Participants |
| Age, Categorical >=65 years | 0 Participants | 0 Participants | 0 Participants |
| Age, Categorical Between 18 and 65 years | 0 Participants | 0 Participants | 0 Participants |
| Age, Continuous | 12.4 years STANDARD_DEVIATION 0.56 | 12.5 years STANDARD_DEVIATION 0.59 | 12.45 years STANDARD_DEVIATION 0.57 |
| Current e-cigarette/JUUL user (Y/N) | 4 Participants | 5 Participants | 9 Participants |
| Race (NIH/OMB) American Indian or Alaska Native | 3 Participants | 3 Participants | 6 Participants |
| Race (NIH/OMB) Asian | 12 Participants | 17 Participants | 29 Participants |
| Race (NIH/OMB) Black or African American | 11 Participants | 8 Participants | 19 Participants |
| Race (NIH/OMB) More than one race | 9 Participants | 8 Participants | 17 Participants |
| Race (NIH/OMB) Native Hawaiian or Other Pacific Islander | 0 Participants | 0 Participants | 0 Participants |
| Race (NIH/OMB) Unknown or Not Reported | 11 Participants | 6 Participants | 17 Participants |
| Race (NIH/OMB) White | 109 Participants | 90 Participants | 199 Participants |
| Region of Enrollment United States | 155 Participants | 132 Participants | 287 Participants |
| Sex: Female, Male Female | 81 Participants | 49 Participants | 130 Participants |
| Sex: Female, Male Male | 74 Participants | 83 Participants | 157 Participants |
Adverse events
| Event type | EG000 affected / at risk | EG001 affected / at risk |
|---|---|---|
| deaths Total, all-cause mortality | 0 / 155 | 0 / 132 |
| other Total, other adverse events | 0 / 155 | 0 / 132 |
| serious Total, serious adverse events | 0 / 155 | 0 / 132 |
Outcome results
Percent of Participants Who Report E-cigarette Use at 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.
Time frame: 6 months
| Arm | Measure | Value (COUNT_OF_PARTICIPANTS) |
|---|---|---|
| Teens in the Invite Only VR Videogame | Percent of Participants Who Report E-cigarette Use at 6 Months | 0 Participants |
| Teens Receive Treatment as Usual | Percent of Participants Who Report E-cigarette Use at 6 Months | 0 Participants |
Attitudes Towards E-cigarettes Post-test
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.
Time frame: immediately after gameplay is completed
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Attitudes Towards E-cigarettes Post-test | 3.37 units on a scale | Standard Deviation 0.49 |
| Teens Receive Treatment as Usual | Attitudes Towards E-cigarettes Post-test | 3.24 units on a scale | Standard Deviation 0.54 |
Attitudes Towards E-cigarettes Post-test
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.
Time frame: 3 months after gameplay is completed
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Attitudes Towards E-cigarettes Post-test | 3.36 units on a scale | Standard Deviation 0.5 |
| Teens Receive Treatment as Usual | Attitudes Towards E-cigarettes Post-test | 3.28 units on a scale | Standard Deviation 0.55 |
Attitudes Towards E-cigarettes Post-test
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.
Time frame: 6 months after gameplay is completed
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Attitudes Towards E-cigarettes Post-test | 3.48 units on a scale | Standard Deviation 0.44 |
| Teens Receive Treatment as Usual | Attitudes Towards E-cigarettes Post-test | 3.28 units on a scale | Standard Deviation 0.58 |
Attitudes Towards E-cigarettes Pre-test
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.
Time frame: baseline
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Attitudes Towards E-cigarettes Pre-test | 3.38 units on a scale | Standard Deviation 0.46 |
| Teens Receive Treatment as Usual | Attitudes Towards E-cigarettes Pre-test | 3.21 units on a scale | Standard Deviation 0.54 |
Intentions of E-cigarettes Post-test
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).
Time frame: 3 months after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Intentions of E-cigarettes Post-test | 1.18 units on a scale | Standard Deviation 0.41 |
| Teens Receive Treatment as Usual | Intentions of E-cigarettes Post-test | 1.28 units on a scale | Standard Deviation 0.56 |
Intentions of E-cigarettes Post-test
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).
Time frame: immediately after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Intentions of E-cigarettes Post-test | 1.08 units on a scale | Standard Deviation 0.27 |
| Teens Receive Treatment as Usual | Intentions of E-cigarettes Post-test | 1.26 units on a scale | Standard Deviation 0.51 |
Intentions of E-cigarettes Post-test
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).
Time frame: 6 months after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Intentions of E-cigarettes Post-test | 1.11 units on a scale | Standard Deviation 0.32 |
| Teens Receive Treatment as Usual | Intentions of E-cigarettes Post-test | 1.21 units on a scale | Standard Deviation 0.44 |
Intentions of E-cigarettes Pre-test
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).
Time frame: baseline
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Intentions of E-cigarettes Pre-test | 1.12 units on a scale | Standard Deviation 0.44 |
| Teens Receive Treatment as Usual | Intentions of E-cigarettes Pre-test | 1.25 units on a scale | Standard Deviation 0.55 |
Knowledge of E-cigarettes Post-test
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.
Time frame: 6 months after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Knowledge of E-cigarettes Post-test | 13.39 score on a scale | Standard Deviation 1.96 |
| Teens Receive Treatment as Usual | Knowledge of E-cigarettes Post-test | 11.02 score on a scale | Standard Deviation 2.78 |
Knowledge of E-cigarettes Post-test
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.
Time frame: immediately after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Knowledge of E-cigarettes Post-test | 13.97 score on a scale | Standard Deviation 1.27 |
| Teens Receive Treatment as Usual | Knowledge of E-cigarettes Post-test | 10.45 score on a scale | Standard Deviation 2.92 |
Knowledge of E-cigarettes Post-test
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.
Time frame: 3 months after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Knowledge of E-cigarettes Post-test | 13.6 score on a scale | Standard Deviation 1.29 |
| Teens Receive Treatment as Usual | Knowledge of E-cigarettes Post-test | 11.17 score on a scale | Standard Deviation 2.88 |
Knowledge of E-cigarettes Pre-test
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.
Time frame: baseline
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Knowledge of E-cigarettes Pre-test | 11.29 score on a scale | Standard Deviation 1.91 |
| Teens Receive Treatment as Usual | Knowledge of E-cigarettes Pre-test | 10.33 score on a scale | Standard Deviation 2.57 |
Perceptions Involving E-cigarettes Post-test
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.
Time frame: immediately after gameplay is completed
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Perceptions Involving E-cigarettes Post-test | 2.69 units on a scale | Standard Deviation 0.24 |
| Teens Receive Treatment as Usual | Perceptions Involving E-cigarettes Post-test | 2.56 units on a scale | Standard Deviation 0.35 |
Perceptions Involving E-cigarettes Post-test
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.
Time frame: 3 months after gameplay is completed
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Perceptions Involving E-cigarettes Post-test | 2.65 units on a scale | Standard Deviation 0.19 |
| Teens Receive Treatment as Usual | Perceptions Involving E-cigarettes Post-test | 2.57 units on a scale | Standard Deviation 0.3 |
Perceptions Involving E-cigarettes Post-test
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.
Time frame: 6 months after gameplay is completed
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Perceptions Involving E-cigarettes Post-test | 2.64 units on a scale | Standard Deviation 0.2 |
| Teens Receive Treatment as Usual | Perceptions Involving E-cigarettes Post-test | 2.55 units on a scale | Standard Deviation 0.23 |
Perceptions Involving E-cigarettes Pretest
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.
Time frame: baseline
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Perceptions Involving E-cigarettes Pretest | 2.56 units on a scale | Standard Deviation 0.29 |
| Teens Receive Treatment as Usual | Perceptions Involving E-cigarettes Pretest | 2.57 units on a scale | Standard Deviation 0.3 |
Refuse E-cigarettes Post-test
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.
Time frame: 3 months after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Refuse E-cigarettes Post-test | 3.9 units on a scale | Standard Deviation 0.24 |
| Teens Receive Treatment as Usual | Refuse E-cigarettes Post-test | 3.77 units on a scale | Standard Deviation 0.53 |
Refuse E-cigarettes Post-test
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.
Time frame: immediately after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Refuse E-cigarettes Post-test | 3.89 units on a scale | Standard Deviation 0.37 |
| Teens Receive Treatment as Usual | Refuse E-cigarettes Post-test | 3.72 units on a scale | Standard Deviation 0.62 |
Refuse E-cigarettes Post-test
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.
Time frame: 6 months after gameplay
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Refuse E-cigarettes Post-test | 3.9 units on a scale | Standard Deviation 0.23 |
| Teens Receive Treatment as Usual | Refuse E-cigarettes Post-test | 3.83 units on a scale | Standard Deviation 0.44 |
Refuse E-cigarettes Pre-test
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.
Time frame: baseline
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Refuse E-cigarettes Pre-test | 3.87 units on a scale | Standard Deviation 0.31 |
| Teens Receive Treatment as Usual | Refuse E-cigarettes Pre-test | 3.73 units on a scale | Standard Deviation 0.62 |
Satisfaction With Gameplay Experience - Experimental Only
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.
Time frame: immediately after gameplay
Population: Only teens in the Invite Only VR Videogame Group responded to this survey.
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Teens in the Invite Only VR Videogame | Satisfaction With Gameplay Experience - Experimental Only | 3.08 units on a scale | Standard Deviation 0.59 |