A Virtual Reality Game to Prevent E-cigarette and Cannabis Vaping
A Virtual Reality Videogame for E-cigarette and Cannabis Prevention in Teens
1 other identifier
interventional
62
1 country
1
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Sep 2025
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
September 26, 2025
CompletedFirst Submitted
Initial submission to the registry
October 20, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 15, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
December 30, 2025
CompletedFirst Posted
Study publicly available on registry
February 17, 2026
CompletedFebruary 17, 2026
February 1, 2026
3 months
October 20, 2025
February 11, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Feasibility Assessed Using Change in Retention Rates
Feasibility will be measured the number of participants that completed the assigned intervention.
From enrollment to the end of the last gameplay session, up to 1.5 hrs
Acceptability Assessed Via Self-reported Survey
Acceptability 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.
End of Final Gameplay Session, up to 1.5 hrs
Usability of the Intervention Assessed via Self-Reported Survey
Usability 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.
End of Final Gameplay Session, up to 1.5 hrs
Secondary Outcomes (3)
Change in Intentions to Use E-cigarettes from Pre- to Post-Intervention
Baseline and immediately following the last gameplay session, up to 1.5 hrs.
Change in Nicotine and Cannabis Harm Perceptions
Baseline and immediately following the last gameplay session up to 1.5 hrs.
Changes in Nicotine and Cannabis Vape Knowledge
Baseline and immediately following the last gameplay session, up to 1.5 hrs.
Study Arms (1)
Invite Only VR Intervention Only Group
EXPERIMENTALAll participants in the study will play the virtual reality videogame intervention, Invite Only VR. The game was developed for middle school students and focuses on e-cigarette and cannabis vaping prevention. The game also includes content and skill-development related to emotion regulation and healthy coping.
Interventions
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
Eligibility Criteria
You may qualify if:
- 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
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Yale Universitylead
- CT Department of Public Healthcollaborator
Study Sites (1)
Yale School of Medicine
New Haven, Connecticut, 06510, United States
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Kimberly Hieftje, PhD
Yale University
- PRINCIPAL INVESTIGATOR
Deepa Camenga, MD
Yale University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
October 20, 2025
First Posted
February 17, 2026
Study Start
September 26, 2025
Primary Completion
December 15, 2025
Study Completion
December 30, 2025
Last Updated
February 17, 2026
Record last verified: 2026-02
Data Sharing
- IPD Sharing
- Will not share