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A Virtual Reality Videogame for E-cigarette Prevention in Teens

A Virtual Reality Videogame for E-cigarette Prevention in Teens

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04054765
Enrollment
287
Registered
2019-08-13
Start date
2019-10-17
Completion date
2020-06-05
Last updated
2021-06-25

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

Conditions

E-Cig Use, Vaping

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

OTHERtreatment as usual

treatment as usual

DEVICEvideogame

Invite Only VR videogame

Sponsors

Yale University
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
SINGLE (Subject)

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

Sex/Gender
ALL
Age
11 Years to 17 Years
Healthy volunteers
Yes

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

MeasureTime frameDescription
Percent of Participants Who Report E-cigarette Use at 6 Months6 monthsThe 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

MeasureTime frameDescription
Attitudes Towards E-cigarettes Pre-testbaselineTo 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-testimmediately after gameplay is completedTo 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-testbaselineTo 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-testimmediately after gameplayTo 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-testbaselineTo 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 PretestbaselineTo 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-testimmediately after gameplay is completedTo 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-testbaselineTo 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-testimmediately after gameplayTo 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-testimmediately after gameplayTo 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

MeasureTime frameDescription
Satisfaction With Gameplay Experience - Experimental Onlyimmediately after gameplayTo 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

ArmCount
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
Total287

Withdrawals & dropouts

PeriodReasonFG000FG001
3-month Follow upWithdrawal by Subject03
6-month Follow upLost to Follow-up3232
BaselineWithdrawal by Subject53
Post-Gameplay / 1-week Follow upWithdrawal by Subject83

Baseline characteristics

CharacteristicTeens in the Invite Only VR VideogameTeens Receive Treatment as UsualTotal
Age, Categorical
<=18 years
155 Participants132 Participants287 Participants
Age, Categorical
>=65 years
0 Participants0 Participants0 Participants
Age, Categorical
Between 18 and 65 years
0 Participants0 Participants0 Participants
Age, Continuous12.4 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 Participants5 Participants9 Participants
Race (NIH/OMB)
American Indian or Alaska Native
3 Participants3 Participants6 Participants
Race (NIH/OMB)
Asian
12 Participants17 Participants29 Participants
Race (NIH/OMB)
Black or African American
11 Participants8 Participants19 Participants
Race (NIH/OMB)
More than one race
9 Participants8 Participants17 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
11 Participants6 Participants17 Participants
Race (NIH/OMB)
White
109 Participants90 Participants199 Participants
Region of Enrollment
United States
155 Participants132 Participants287 Participants
Sex: Female, Male
Female
81 Participants49 Participants130 Participants
Sex: Female, Male
Male
74 Participants83 Participants157 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 1550 / 132
other
Total, other adverse events
0 / 1550 / 132
serious
Total, serious adverse events
0 / 1550 / 132

Outcome results

Primary

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

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Teens in the Invite Only VR VideogamePercent of Participants Who Report E-cigarette Use at 6 Months0 Participants
Teens Receive Treatment as UsualPercent of Participants Who Report E-cigarette Use at 6 Months0 Participants
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameAttitudes Towards E-cigarettes Post-test3.37 units on a scaleStandard Deviation 0.49
Teens Receive Treatment as UsualAttitudes Towards E-cigarettes Post-test3.24 units on a scaleStandard Deviation 0.54
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameAttitudes Towards E-cigarettes Post-test3.36 units on a scaleStandard Deviation 0.5
Teens Receive Treatment as UsualAttitudes Towards E-cigarettes Post-test3.28 units on a scaleStandard Deviation 0.55
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameAttitudes Towards E-cigarettes Post-test3.48 units on a scaleStandard Deviation 0.44
Teens Receive Treatment as UsualAttitudes Towards E-cigarettes Post-test3.28 units on a scaleStandard Deviation 0.58
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameAttitudes Towards E-cigarettes Pre-test3.38 units on a scaleStandard Deviation 0.46
Teens Receive Treatment as UsualAttitudes Towards E-cigarettes Pre-test3.21 units on a scaleStandard Deviation 0.54
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameIntentions of E-cigarettes Post-test1.18 units on a scaleStandard Deviation 0.41
Teens Receive Treatment as UsualIntentions of E-cigarettes Post-test1.28 units on a scaleStandard Deviation 0.56
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameIntentions of E-cigarettes Post-test1.08 units on a scaleStandard Deviation 0.27
Teens Receive Treatment as UsualIntentions of E-cigarettes Post-test1.26 units on a scaleStandard Deviation 0.51
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameIntentions of E-cigarettes Post-test1.11 units on a scaleStandard Deviation 0.32
Teens Receive Treatment as UsualIntentions of E-cigarettes Post-test1.21 units on a scaleStandard Deviation 0.44
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameIntentions of E-cigarettes Pre-test1.12 units on a scaleStandard Deviation 0.44
Teens Receive Treatment as UsualIntentions of E-cigarettes Pre-test1.25 units on a scaleStandard Deviation 0.55
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameKnowledge of E-cigarettes Post-test13.39 score on a scaleStandard Deviation 1.96
Teens Receive Treatment as UsualKnowledge of E-cigarettes Post-test11.02 score on a scaleStandard Deviation 2.78
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameKnowledge of E-cigarettes Post-test13.97 score on a scaleStandard Deviation 1.27
Teens Receive Treatment as UsualKnowledge of E-cigarettes Post-test10.45 score on a scaleStandard Deviation 2.92
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameKnowledge of E-cigarettes Post-test13.6 score on a scaleStandard Deviation 1.29
Teens Receive Treatment as UsualKnowledge of E-cigarettes Post-test11.17 score on a scaleStandard Deviation 2.88
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameKnowledge of E-cigarettes Pre-test11.29 score on a scaleStandard Deviation 1.91
Teens Receive Treatment as UsualKnowledge of E-cigarettes Pre-test10.33 score on a scaleStandard Deviation 2.57
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogamePerceptions Involving E-cigarettes Post-test2.69 units on a scaleStandard Deviation 0.24
Teens Receive Treatment as UsualPerceptions Involving E-cigarettes Post-test2.56 units on a scaleStandard Deviation 0.35
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogamePerceptions Involving E-cigarettes Post-test2.65 units on a scaleStandard Deviation 0.19
Teens Receive Treatment as UsualPerceptions Involving E-cigarettes Post-test2.57 units on a scaleStandard Deviation 0.3
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogamePerceptions Involving E-cigarettes Post-test2.64 units on a scaleStandard Deviation 0.2
Teens Receive Treatment as UsualPerceptions Involving E-cigarettes Post-test2.55 units on a scaleStandard Deviation 0.23
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogamePerceptions Involving E-cigarettes Pretest2.56 units on a scaleStandard Deviation 0.29
Teens Receive Treatment as UsualPerceptions Involving E-cigarettes Pretest2.57 units on a scaleStandard Deviation 0.3
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameRefuse E-cigarettes Post-test3.9 units on a scaleStandard Deviation 0.24
Teens Receive Treatment as UsualRefuse E-cigarettes Post-test3.77 units on a scaleStandard Deviation 0.53
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameRefuse E-cigarettes Post-test3.89 units on a scaleStandard Deviation 0.37
Teens Receive Treatment as UsualRefuse E-cigarettes Post-test3.72 units on a scaleStandard Deviation 0.62
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameRefuse E-cigarettes Post-test3.9 units on a scaleStandard Deviation 0.23
Teens Receive Treatment as UsualRefuse E-cigarettes Post-test3.83 units on a scaleStandard Deviation 0.44
Secondary

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

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameRefuse E-cigarettes Pre-test3.87 units on a scaleStandard Deviation 0.31
Teens Receive Treatment as UsualRefuse E-cigarettes Pre-test3.73 units on a scaleStandard Deviation 0.62
Other Pre-specified

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.

ArmMeasureValue (MEAN)Dispersion
Teens in the Invite Only VR VideogameSatisfaction With Gameplay Experience - Experimental Only3.08 units on a scaleStandard Deviation 0.59

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026