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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
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07413432
Enrollment
62
Registered
2026-02-17
Start date
2025-09-26
Completion date
2025-12-30
Last updated
2026-02-17

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

Conditions

Cannabis, Emotion Regulation, Vaping

Keywords

vaping, cannabis, prevention, videogame, virtual reality, adolescents, emotion regulation

Brief 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.

Interventions

BEHAVIORALVirtual 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

Sponsors

Yale University
Lead SponsorOTHER
CT Department of Public Health
CollaboratorUNKNOWN

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
PREVENTION
Masking
NONE

Intervention model description

Single-group pre-post quasi-experimental study

Eligibility

Sex/Gender
ALL
Age
11 Years to 15 Years
Healthy volunteers
Yes

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

Design outcomes

Primary

MeasureTime frameDescription
Feasibility Assessed Using Change in Retention RatesFrom enrollment to the end of the last gameplay session, up to 1.5 hrsFeasibility will be measured the number of participants that completed the assigned intervention.
Acceptability Assessed Via Self-reported SurveyEnd of Final Gameplay Session, up to 1.5 hrsAcceptability 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.
Usability of the Intervention Assessed via Self-Reported SurveyEnd of Final Gameplay Session, up to 1.5 hrsUsability 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.

Secondary

MeasureTime frameDescription
Change in Nicotine and Cannabis Harm PerceptionsBaseline and immediately following the last gameplay session up to 1.5 hrs.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.
Change in Intentions to Use E-cigarettes from Pre- to Post-InterventionBaseline 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.
Changes in Nicotine and Cannabis Vape KnowledgeBaseline and immediately following the last gameplay session, up to 1.5 hrs.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.

Countries

United States

Contacts

PRINCIPAL_INVESTIGATORKimberly Hieftje, PhD

Yale University

PRINCIPAL_INVESTIGATORDeepa Camenga, MD

Yale University

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 18, 2026