A Virtual Reality Game to Prevent E-cigarette and Cannabis Vaping
NCT07413432 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 62
Last updated 2026-02-17
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.
Conditions
- Cannabis
- Vaping
- Emotion Regulation
Interventions
- BEHAVIORAL
-
Virtual reality videogame intervention for vaping prevention
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
Sponsors & Collaborators
-
CT Department of Public Health
collaborator UNKNOWN -
Yale University
lead OTHER
Principal Investigators
-
Kimberly Hieftje, PhD · Yale University
-
Deepa Camenga, MD · Yale University
Study Design
- Allocation
- NA
- Purpose
- PREVENTION
- Masking
- NONE
- Model
- SINGLE_GROUP
Eligibility
- Min Age
- 11 Years
- Max Age
- 15 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2025-09-26
- Primary Completion
- 2025-12-15
- Completion
- 2025-12-30
Countries
- United States
Study Locations
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