A Virtual Reality Game to Prevent E-cigarette and Cannabis Vaping
Completed · Not applicable
Conditions studied: Cannabis, Vaping, Emotion Regulation
In brief
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.
Key facts
- Study ID
- NCT07413432
- Run by
- Yale University
- People needed
- 62
- Starts
- 2025-09-26
- Expected to finish
- 2025-12-30
- Last updated by the study team
- 2026-02-17
Who can join
Age: 11 and older, up to 15. Sex: any. Healthy volunteers: accepted.
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
You may not qualify if…
- Failure to meet inclusion criteria
Where it is running
- Yale School of Medicine — New Haven, Connecticut, United States
Full record on ClinicalTrials.gov
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