Trial Outcomes & Findings for The LEARN Study for CVD Prevention (NCT NCT05242952)

NCT ID: NCT05242952

Last Updated: 2026-07-16

Results Overview

Feasibility was operationalized through recruitment metrics (proportion of individuals who enrolled from those initially contacted) and retention metrics (percentage of participants who completed 3-month and 6-month follow-up assessments from baseline analysis sample).

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

78 participants

Primary outcome timeframe

Baseline through Month 6

Results posted on

2026-07-16

Participant Flow

Participantls were screened via community-based organizations, hospital MyChart messaging campaigns, research center call lists, and an external research listserv of 1,800 individuals. Study was fully remote.

After eligibility screening and informed consent via phone, participants were allocated using permuted-block randomization with varying block sizes to ensure allocation concealment and balanced allocation between intervention and control groups.

Participant milestones

Participant milestones
Measure
Virtual Environment Intervention Group
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Overall Study
STARTED
40
38
Overall Study
Participants With Baseline Data Included for Analysis
31
28
Overall Study
3 Month Assessment
26
25
Overall Study
COMPLETED
25
23
Overall Study
NOT COMPLETED
15
15

Reasons for withdrawal

Reasons for withdrawal
Measure
Virtual Environment Intervention Group
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Overall Study
Lost to Follow-up
11
10
Overall Study
Withdrawal by Subject
3
3
Overall Study
Multiple enrollment attempts
1
2

Baseline Characteristics

The LEARN Study for CVD Prevention

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=28 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Total
n=59 Participants
Total of all reporting groups
Age, Continuous
41.1 years
STANDARD_DEVIATION 9.7 • n=9 Participants
42.6 years
STANDARD_DEVIATION 11.2 • n=27 Participants
41.8 years
STANDARD_DEVIATION 10.4 • n=267 Participants
Sex: Female, Male
Female
0 Participants
n=9 Participants
0 Participants
n=27 Participants
0 Participants
n=267 Participants
Sex: Female, Male
Male
31 Participants
n=9 Participants
28 Participants
n=27 Participants
59 Participants
n=267 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=9 Participants
0 Participants
n=27 Participants
0 Participants
n=267 Participants
Race (NIH/OMB)
Asian
1 Participants
n=9 Participants
0 Participants
n=27 Participants
1 Participants
n=267 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=9 Participants
0 Participants
n=27 Participants
0 Participants
n=267 Participants
Race (NIH/OMB)
Black or African American
17 Participants
n=9 Participants
18 Participants
n=27 Participants
35 Participants
n=267 Participants
Race (NIH/OMB)
White
0 Participants
n=9 Participants
0 Participants
n=27 Participants
0 Participants
n=267 Participants
Race (NIH/OMB)
More than one race
1 Participants
n=9 Participants
3 Participants
n=27 Participants
4 Participants
n=267 Participants
Race (NIH/OMB)
Unknown or Not Reported
12 Participants
n=9 Participants
7 Participants
n=27 Participants
19 Participants
n=267 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
8 Participants
n=9 Participants
7 Participants
n=27 Participants
15 Participants
n=267 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
23 Participants
n=9 Participants
21 Participants
n=27 Participants
44 Participants
n=267 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=9 Participants
0 Participants
n=27 Participants
0 Participants
n=267 Participants
Region of Enrollment
United States
31 participants
n=9 Participants
28 participants
n=27 Participants
59 participants
n=267 Participants
Years Living with HIV
13.8 years
STANDARD_DEVIATION 6.7 • n=9 Participants
18.1 years
STANDARD_DEVIATION 11.1 • n=27 Participants
15.9 years
STANDARD_DEVIATION 9.3 • n=267 Participants
Body Mass Index (BMI) Category
Normal weight (18.5-24.9)
10 Participants
n=9 Participants
13 Participants
n=27 Participants
23 Participants
n=267 Participants
Body Mass Index (BMI) Category
Overweight (25.0-29.9)
9 Participants
n=9 Participants
12 Participants
n=27 Participants
21 Participants
n=267 Participants
Body Mass Index (BMI) Category
Obese (≥30.0)
8 Participants
n=9 Participants
2 Participants
n=27 Participants
10 Participants
n=267 Participants
Body Mass Index (BMI) Category
Missing
4 Participants
n=9 Participants
1 Participants
n=27 Participants
5 Participants
n=267 Participants
History of Hypertension and/or Diabetes
Yes
10 Participants
n=9 Participants
7 Participants
n=27 Participants
17 Participants
n=267 Participants
History of Hypertension and/or Diabetes
No
21 Participants
n=9 Participants
21 Participants
n=27 Participants
42 Participants
n=267 Participants
PHQ-9 Depression Score
5.2 score on a scale
STANDARD_DEVIATION 5.9 • n=9 Participants
6.3 score on a scale
STANDARD_DEVIATION 6.2 • n=27 Participants
5.7 score on a scale
STANDARD_DEVIATION 6.0 • n=267 Participants

PRIMARY outcome

Timeframe: Baseline through Month 6

Population: Recruitment rate is out of all participants, with and without baseline data. Retention values are out of participants that completed baseline data.

Feasibility was operationalized through recruitment metrics (proportion of individuals who enrolled from those initially contacted) and retention metrics (percentage of participants who completed 3-month and 6-month follow-up assessments from baseline analysis sample).

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=40 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=38 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Feasibility of Virtual Environment Intervention
Recruitment Rate
100 percent of participants
95 percent of participants
Feasibility of Virtual Environment Intervention
Retention at 3-month
77.4 percent of participants
92.9 percent of participants
Feasibility of Virtual Environment Intervention
Retention at 6-month
71 percent of participants
85.7 percent of participants

PRIMARY outcome

Timeframe: 6-month intervention period

Population: Intervention arm participants with baseline data

Acceptability was evaluated through engagement with the VE measured via platform metadata and logfile analysis.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Acceptability of Virtual Environment- Engagement
Participants who logged in at least once
14 Participants
Acceptability of Virtual Environment- Engagement
Participants who did not log in
17 Participants

PRIMARY outcome

Timeframe: 6-month intervention period

Population: Intervention arm participants with baseline data

Acceptability was evaluated through total sessions logged in the VE measured via platform metadata and logfile analysis.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Acceptability of Virtual Environment- Total Sessions
110 sessions

PRIMARY outcome

Timeframe: 6-month intervention period

Population: Intervention arm participants with baseline data

Acceptability was evaluated through mean session duration in the VE in minutes measured via platform metadata and logfile analysis.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Acceptability of Virtual Environment- Mean Session Duration
110 minutes
Standard Deviation 0

PRIMARY outcome

Timeframe: 6-month intervention period

Population: Intervention arm participants with baseline data

Acceptability was evaluated through the total number of distinct educational quests accessed in the VE measured via platform metadata and logfile analysis.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Acceptability of Virtual Environment- Total Educational Quests Accessed
14 quests accessed

PRIMARY outcome

Timeframe: 6-month intervention period

Population: Intervention arm participants with baseline data

Acceptability was evaluated through the percentage of visits for each of the districts within the VE measured via platform metadata and logfile analysis.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=110 Visits
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Acceptability of Virtual Environment- Percent VE District Visits
Grocery district visits
15 Visits
Acceptability of Virtual Environment- Percent VE District Visits
Pharmacy district visits
8 Visits
Acceptability of Virtual Environment- Percent VE District Visits
Bookstore district visits
8 Visits
Acceptability of Virtual Environment- Percent VE District Visits
Outlet district visits
8 Visits
Acceptability of Virtual Environment- Percent VE District Visits
Fitness district visits
70 Visits

PRIMARY outcome

Timeframe: 6-month intervention period

Population: Intervention arm participants with baseline data

Acceptability was evaluated through total number of engagements per module in the VE measured via platform metadata and logfile analysis.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Acceptability of Virtual Environment- Total Engagements Per Module
Nutrition module
146 engagements
Acceptability of Virtual Environment- Total Engagements Per Module
Oral health
138 engagements
Acceptability of Virtual Environment- Total Engagements Per Module
Fitness tips & videos
82 engagements
Acceptability of Virtual Environment- Total Engagements Per Module
Relaxation techniques
75 engagements

SECONDARY outcome

Timeframe: Baseline and Month 3 & 6

Population: These outcomes were pre-specified and analyzed as between-arm comparisons. The reported metric is a standardized mean difference (Cohen's d) for change from baseline, a single between-group estimate computed from both arms together, which cannot be decomposed into per-arm values. Arm-specific means and SDs at 3 and 6 months were not generated in the analytic output, so per-arm/per-timepoint reporting is not possible.

Between group change from baseline in Body Mass Index (BMI) represented as Cohen's d effect size. Effect Size Interpretation: Negligible \< 0.20; Small=0.20-0.39; Medium=0.40-0.69; Large≥0.70. Positive values are favorable for intervention; negative values are unfavorable for intervention.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=54 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Change in Body Mass Index (BMI)
3 months
0.03 Cohen's d
Change in Body Mass Index (BMI)
6 months
-0.3 Cohen's d

SECONDARY outcome

Timeframe: Baseline and Month 3

Population: These outcomes were pre-specified and analyzed as between-arm comparisons. The reported metric is a standardized mean difference (Cohen's d) for change from baseline, a single between-group estimate computed from both arms together, which cannot be decomposed into per-arm values. Arm-specific means and SDs at 3 and 6 months were not generated in the analytic output, so per-arm/per-timepoint reporting is not possible.

The International Physical Activity Questionnaire - Short Form (IPAQ-SF) is a validated questionnaire that assesses physical activity through self-reported frequency and duration. Walking includes any walking for work, transport, or recreation (3.3 Metabolic Equivalent of Task or METs). Moderate-intensity activity includes activities requiring moderate effort such as carrying light loads or recreational swimming (4.0 METs). Vigorous-intensity activity includes activities requiring hard physical effort such as running or aerobics (8.0 METs). Total physical activity is calculated as MET-minutes per week (MET value × minutes × days). Values are reported as minutes per week or MET-minutes per week, with a minimum of 0 and no fixed maximum. Higher values indicate greater physical activity, which is favorable for cardiovascular health. Between group change from baseline represented as Cohen's d effect size. Effect Size Interpretation: Negligible \< 0.20; Small=0.20-0.39; Medium=0.40-0.69; La

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=59 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Change in Physical Activity
Vigorous Activity Minutes
0.38 Cohen's d
Change in Physical Activity
Metabolic Equivalent of Task (MET) minutes per week
0.17 Cohen's d
Change in Physical Activity
Minutes Walking
-0.19 Cohen's d
Change in Physical Activity
Moderate Activity Minutes
0.01 Cohen's d

SECONDARY outcome

Timeframe: Baseline and Month 6

Population: These outcomes were pre-specified and analyzed as between-arm comparisons. The reported metric is a standardized mean difference (Cohen's d) for change from baseline, a single between-group estimate computed from both arms together, which cannot be decomposed into per-arm values. Arm-specific means and SDs at 3 and 6 months were not generated in the analytic output, so per-arm/per-timepoint reporting is not possible.

The International Physical Activity Questionnaire - Short Form (IPAQ-SF) is a validated questionnaire that assesses physical activity through self-reported frequency and duration. Walking includes any walking for work, transport, or recreation (3.3 Metabolic Equivalent of Task or METs). Moderate-intensity activity includes activities requiring moderate effort such as carrying light loads or recreational swimming (4.0 METs). Vigorous-intensity activity includes activities requiring hard physical effort such as running or aerobics (8.0 METs). Total physical activity is calculated as MET-minutes per week (MET value × minutes × days). Values are reported as minutes per week or MET-minutes per week, with a minimum of 0 and no fixed maximum. Higher values indicate greater physical activity, which is favorable for cardiovascular health. Between group change from baseline represented as Cohen's d effect size. Effect Size Interpretation: Negligible \< 0.20; Small=0.20-0.39; Medium=0.40-0.69; La

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=59 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Change in Physical Activity
MET Minutes/Week
0.37 Cohen's d
Change in Physical Activity
Minutes Walking
0.15 Cohen's d
Change in Physical Activity
Moderate Activity Minutes
-0.06 Cohen's d
Change in Physical Activity
Vigorous Activity Minutes
0.57 Cohen's d

SECONDARY outcome

Timeframe: Baseline

Behavioral Risk Factor Surveillance System (BRFSS)- self report measure questions that pertain to Tobacco use and E-cigarette use. Participants were asked: Question 1: "Have you smoked at least 100 cigarettes in your entire life?"

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=28 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Tobacco and E-cigarette Use- Question 1
Yes
19 Participants
10 Participants
Tobacco and E-cigarette Use- Question 1
No
12 Participants
18 Participants

SECONDARY outcome

Timeframe: Baseline

Behavioral Risk Factor Surveillance System (BRFSS)- self report measure questions that pertain to Tobacco use and E-cigarette use. Participants were asked: Question 2 "Do you now smoke cigarettes every day, some days, or not at all?"

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=28 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Tobacco and E-cigarette Use- Question 2
Every day
3 Participants
9 Participants
Tobacco and E-cigarette Use- Question 2
Some days
1 Participants
2 Participants
Tobacco and E-cigarette Use- Question 2
Not at all
27 Participants
17 Participants

SECONDARY outcome

Timeframe: Baseline

Behavioral Risk Factor Surveillance System (BRFSS)- self report measure questions that pertain to Tobacco use and E-cigarette use. Participants were asked: Question 3: "During the past 12 months, have you stopped smoking for one day or longer because you were trying to quit smoking?"

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=28 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Tobacco and E-cigarette Use- Question 3
Yes
27 Participants
19 Participants
Tobacco and E-cigarette Use- Question 3
No
3 Participants
8 Participants
Tobacco and E-cigarette Use- Question 3
Missing
1 Participants
1 Participants

SECONDARY outcome

Timeframe: Baseline

Behavioral Risk Factor Surveillance System (BRFSS)- self report measure questions that pertain to Tobacco use and E-cigarette use. Participants were asked: Question 4: "How long has it been since you last smoked a cigarette, even one or two puffs?"

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=28 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Tobacco and E-cigarette Use- Question 4
0-30 minutes
1 Participants
5 Participants
Tobacco and E-cigarette Use- Question 4
1-2 hours
2 Participants
2 Participants
Tobacco and E-cigarette Use- Question 4
1-5 days
2 Participants
3 Participants
Tobacco and E-cigarette Use- Question 4
2 weeks
1 Participants
0 Participants
Tobacco and E-cigarette Use- Question 4
1-2 months
0 Participants
3 Participants
Tobacco and E-cigarette Use- Question 4
1-3 years
3 Participants
0 Participants
Tobacco and E-cigarette Use- Question 4
5-30 years
3 Participants
5 Participants
Tobacco and E-cigarette Use- Question 4
Never smoked
19 Participants
10 Participants

SECONDARY outcome

Timeframe: Baseline

Behavioral Risk Factor Surveillance System (BRFSS)- self report measure questions that pertain to Tobacco use and E-cigarette use. Participants were asked: Question 5: "Do you currently use chewing tobacco, snuff, or snus every day, some days, or not at all?"

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=28 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Tobacco and E-cigarette Use- Question 5
Every day
0 Participants
0 Participants
Tobacco and E-cigarette Use- Question 5
Some days
0 Participants
0 Participants
Tobacco and E-cigarette Use- Question 5
Not at all
31 Participants
28 Participants

SECONDARY outcome

Timeframe: Baseline

Behavioral Risk Factor Surveillance System (BRFSS)- self report measure questions that pertain to Tobacco use and E-cigarette use. Participants were asked: Question 6: "Have you ever used an e-cigarette or other electronic "vaping" product, even just one time, in your entire life?"

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=28 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Tobacco and E-cigarette Use- Question 6
Yes
15 Participants
13 Participants
Tobacco and E-cigarette Use- Question 6
No
16 Participants
14 Participants
Tobacco and E-cigarette Use- Question 6
Missing
0 Participants
1 Participants

SECONDARY outcome

Timeframe: Baseline

Behavioral Risk Factor Surveillance System (BRFSS)- self report measure questions that pertain to Tobacco use and E-cigarette use. Participants were asked: Question 7: "Do you now use e-cigarettes or other electronic "vaping" products every day, some days, or not at all?"

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=31 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
n=28 Participants
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Tobacco and E-cigarette Use- Question 7
Every day
3 Participants
2 Participants
Tobacco and E-cigarette Use- Question 7
Some days
1 Participants
4 Participants
Tobacco and E-cigarette Use- Question 7
Not at all
27 Participants
22 Participants

SECONDARY outcome

Timeframe: Baseline and Month 3

Population: These outcomes were pre-specified and analyzed as between-arm comparisons. The reported metric is a standardized mean difference (Cohen's d) for change from baseline, a single between-group estimate computed from both arms together, which cannot be decomposed into per-arm values. Arm-specific means and SDs at 3 and 6 months were not generated in the analytic output, so per-arm/per-timepoint reporting is not possible.

Dietary intake was assessed using the NCI Multifactor Screener, a validated food frequency questionnaire that reports how frequently individuals consume foods in 6 categories. Vegetables, fruit, and whole grains were measured as average daily servings; sweets, red meat, and fast food were measured as weekly servings or meals. Values are self-reported counts with a minimum of 0 and no fixed maximum. Adherence was evaluated against dietary guidelines recommending ≥3 servings of vegetables and ≥2.5 servings of fruit daily. For vegetables, fruit, and whole grains, higher values indicate healthier dietary patterns (favorable). For sweets, red meat, and fast food, lower consumption is favorable for cardiovascular health. Between group change from baseline represented as Cohen's d effect size. Effect Size Interpretation: Negligible \< 0.20; Small=0.20-0.39; Medium=0.40-0.69; Large≥0.70. Positive values are favorable for intervention; negative values are unfavorable for intervention.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=59 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Change in Nutrition Intake
Vegetable Servings
0.59 Cohen's d
Change in Nutrition Intake
Fruit Servings
-0.25 Cohen's d
Change in Nutrition Intake
Sweets Servings
-0.65 Cohen's d
Change in Nutrition Intake
Whole Grains Servings
0.41 Cohen's d
Change in Nutrition Intake
Red Meat Servings
0.17 Cohen's d
Change in Nutrition Intake
Fast Food Meals
0.17 Cohen's d

SECONDARY outcome

Timeframe: Baseline and Month 6

Population: These outcomes were pre-specified and analyzed as between-arm comparisons. The reported metric is a standardized mean difference (Cohen's d) for change from baseline, a single between-group estimate computed from both arms together, which cannot be decomposed into per-arm values. Arm-specific means and SDs at 3 and 6 months were not generated in the analytic output, so per-arm/per-timepoint reporting is not possible.

Dietary intake was assessed using the NCI Multifactor Screener, a validated food frequency questionnaire that reports how frequently individuals consume foods in 6 categories. Vegetables, fruit, and whole grains were measured as average daily servings; sweets, red meat, and fast food were measured as weekly servings or meals. Values are self-reported counts with a minimum of 0 and no fixed maximum. Adherence was evaluated against dietary guidelines recommending ≥3 servings of vegetables and ≥2.5 servings of fruit daily. For vegetables, fruit, and whole grains, higher values indicate healthier dietary patterns (favorable). For sweets, red meat, and fast food, lower consumption is favorable for cardiovascular health. Between group change from baseline represented as Cohen's d effect size. Effect Size Interpretation: Negligible \< 0.20; Small=0.20-0.39; Medium=0.40-0.69; Large≥0.70. Positive values are favorable for intervention; negative values are unfavorable for intervention.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=59 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Change in Nutrition Intake
Vegetable Servings
0.66 Cohen's d
Change in Nutrition Intake
Fruit Servings
0.01 Cohen's d
Change in Nutrition Intake
Sweets Servings
0.01 Cohen's d
Change in Nutrition Intake
Whole Grains Servings
0.46 Cohen's d
Change in Nutrition Intake
Red Meat Servings
-0.04 Cohen's d
Change in Nutrition Intake
Fast Food Meals
-0.37 Cohen's d

SECONDARY outcome

Timeframe: Baseline and Month 3 & 6

Population: These outcomes were pre-specified and analyzed as between-arm comparisons. The reported metric is a standardized mean difference (Cohen's d) for change from baseline, a single between-group estimate computed from both arms together, which cannot be decomposed into per-arm values. Arm-specific means and SDs at 3 and 6 months were not generated in the analytic output, so per-arm/per-timepoint reporting is not possible.

The Patient Health Questionnaire-9 (PHQ-9) is a validated 9-item questionnaire used to screen for depression. Each item is scored 0-3, with total scores ranging from 0 to 27. Severity categories: minimal (0-4), mild (5-9), moderate (10-14), moderately severe (15-19), severe (20-27). Higher scores indicate greater severity of depressive symptoms (unfavorable). Between group change from baseline represented as Cohen's d effect size. Effect Size Interpretation: Negligible \< 0.20; Small=0.20-0.39; Medium=0.40-0.69; Large≥0.70. Positive values are favorable for intervention; negative values are unfavorable for intervention.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=59 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Change in Psychosocial Wellbeing
3 months
0.22 Cohen's d
Change in Psychosocial Wellbeing
6 months
-0.05 Cohen's d

SECONDARY outcome

Timeframe: Baseline and Month 3

Population: These outcomes were pre-specified and analyzed as between-arm comparisons. The reported metric is a standardized mean difference (Cohen's d) for change from baseline, a single between-group estimate computed from both arms together, which cannot be decomposed into per-arm values. Arm-specific means and SDs at 3 and 6 months were not generated in the analytic output, so per-arm/per-timepoint reporting is not possible.

Assesses cognitive and emotional representations of illness using 5-point Likert scales (1 = strongly disagree, 5 = strongly agree). Subscale scores are calculated as sum totals with the following ranges: Timeline Acute/Chronic (3-15), Timeline Cyclical (4-20), Consequences (5-25), Personal Control (4-20), Treatment Control (4-20), Illness Coherence (4-20), and Emotional Representations (6-30). Higher scores indicate stronger beliefs in each domain. For Personal Control, Treatment Control, and Illness Coherence, higher scores indicate more adaptive beliefs (favorable). For Consequences and Emotional Representations, higher scores indicate more negative perceptions (unfavorable). Between group change from baseline represented as Cohen's d effect size. Effect Size Interpretation: Negligible \< 0.20; Small=0.20-0.39; Medium=0.40-0.69; Large≥0.70. Positive values are favorable for intervention; negative values are unfavorable for intervention.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=59 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Change in Revised Illness Perceptions Questionnaire
Timeline Acute/Chronic
0.44 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Timeline Cyclical
0.02 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Consequences
0.30 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Personal Control
0.13 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Treatment Control
0.13 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Illness Coherence
-0.33 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Emotional Representations
0.33 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Number of Symptoms
0.11 Cohen's d

SECONDARY outcome

Timeframe: Baseline and Month 6

Population: These outcomes were pre-specified and analyzed as between-arm comparisons. The reported metric is a standardized mean difference (Cohen's d) for change from baseline, a single between-group estimate computed from both arms together, which cannot be decomposed into per-arm values. Arm-specific means and SDs at 3 and 6 months were not generated in the analytic output, so per-arm/per-timepoint reporting is not possible.

The Revised Illness Perception Questionnaire was used to assess perceptions about hypertension and diabetes on a 5-point Likert scale ("strongly disagree" to "strongly agree") over 8 dimensions. Between group change from baseline represented as Cohen's d effect size. Effect Size Interpretation: Negligible \< 0.20; Small=0.20-0.39; Medium=0.40-0.69; Large≥0.70. Positive values are favorable for intervention; negative values are unfavorable for intervention.

Outcome measures

Outcome measures
Measure
Virtual Environment Intervention Group
n=59 Participants
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Waitlist Control Group
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions. Gaming in a virtual environment: To address the primary outcomes of feasibility and acceptability of the VE, we will capture process data using a computer-based virtual environment and self-report measures using an online survey.
Change in Revised Illness Perceptions Questionnaire
Timeline Acute/Chronic
0.03 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Timeline Cyclical
0.09 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Consequences
0.02 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Personal Control
-0.08 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Treatment Control
-0.36 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Illness Coherence
-0.11 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Emotional Representations
0.23 Cohen's d
Change in Revised Illness Perceptions Questionnaire
Number of Symptoms
0.03 Cohen's d

Adverse Events

Immediate Intervention Group

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Waitlist Control Group

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

S. Raquel Ramos, PhD, MBA, MSN, FNYAM, FAHA, FAAN

Yale University, School of Nursing

Phone: 203-737-2339

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place