A Virtual Reality Game to Prevent E-cigarette and Cannabis Vaping
Part of paid clinical trials in New Haven, Connecticut.
- Sponsor
- Yale University
- Study ID
- NCT07413432
- Status
- Completed
Conditions
- Cannabis
- Emotion Regulation
- Vaping
Eligibility Criteria
- Sex
- ALL
- Age
- 11 Years - 15 Years
- Healthy Volunteers
- Accepted
Interventions
- Virtual reality videogame intervention for vaping prevention — BEHAVIORALInvite 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
Study Details
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 Dates
- Start date
- Sep 26, 2025
- Status verified
- Feb 2026
- Primary completion
- Dec 15, 2025
- Completion
- Dec 30, 2025
Study Design
- Enrollment
- 62 participants (actual)
- Allocation
- NA
- Intervention model
- SINGLE_GROUP
- Primary purpose
- PREVENTION
Arms
- Experimental: Invite Only VR Intervention Only GroupAll 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.
Primary Outcome Measure
Feasibility Assessed Using Change in Retention Rates [ Time Frame: From enrollment to the end of the last gameplay session, up to 1.5 hrs ]
Locations (1)
| Facility | City | State | ZIP | Site coordinators |
|---|---|---|---|---|
| Yale School of Medicine | New Haven | Connecticut | 06510 | - |
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