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 — BEHAVIORAL
    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

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 Group
    All 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)

FacilityCityStateZIPSite coordinators
Yale School of MedicineNew HavenConnecticut06510-

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