A Virtual Reality Videogame for E-cigarette Prevention in Teens
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 287
- 试验地点
- 2
- 主要终点
- Percent of Participants Who Report E-cigarette Use at 6 Months
研究概览
简要总结
The use of the Invite Only VR, with the aim to prevent the initiation of e-cigarette use in teens by increasing their knowledge, decreasing their intentions to use e-cigarettes, influencing their harm perceptions and attitudes associated with e-cigarettes, and increasing self-efficacy associated with refusing peers involving e-cigarettes.
详细描述
Specific Aim #1: DEVELOPMENT: The researcher will update our current VR prototype into a polished videogame intervention using input from 4 focus groups of 5 adolescents each (n = 20), aged 12-17 and the extant literature. These focus groups will inform the development of the VR videogame intervention, Invite Only VR, for e-cigarette prevention among teens.
Specific Aim #2: EVALUATION: Conduct a pilot non-randomized cluster trial with 295 teens ages 11-14 comparing the Invite Only VR intervention vs. an attention/control non-health-related VR videogame, collecting assessment data at baseline, post-gameplay, three months and six months to determine:
- the preliminary impact of the intervention on e-cigarette use behaviors, knowledge, nicotine addiction knowledge, perceived addictiveness of e-cigarettes, perceived likelihood of using e-cigarettes, perceptions of harm, self-efficacy to refuse, social approval of e-cigarettes, and e-cigarette social perceptions
- the intervention's acceptability and feasibility by collecting quantitative and qualitative data on teens' satisfaction and gameplay experience of the intervention.
- preliminary evidence of the impact of Invite Only VR on players' perception and experience of social pressure and social norm development
研究设计
- 研究类型
- Interventional
- 分配方式
- Non Randomized
- 干预模型
- Parallel
- 主要目的
- Prevention
- 盲法
- Single (Participant)
入排标准
- 年龄范围
- 11 Years 至 17 Years(Child)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Willing to wear a VR headset and play a video game for 45-60 minutes for 2-3 sessions and answer questions before and after playing the videogame.
- •Be enrolled in Milford Middle School District
排除标准
- •If subject does not fit the criteria above
结局指标
主要结局
Percent of Participants Who Report E-cigarette Use at 6 Months
时间窗: 6 months
The researcher will measure the percent of individuals who, after playing Invite Only VR, report the initiation of e-cigarette use in comparison to the control condition.
次要结局
- Attitudes Towards E-cigarettes Post-test(6 months after gameplay is completed)
- Attitudes Towards E-cigarettes Pre-test(baseline)
- Knowledge of E-cigarettes Post-test(6 months after gameplay)
- Intentions of E-cigarettes Pre-test(baseline)
- Perceptions Involving E-cigarettes Pretest(baseline)
- Refuse E-cigarettes Post-test(6 months after gameplay)
- Knowledge of E-cigarettes Pre-test(baseline)
- Intentions of E-cigarettes Post-test(6 months after gameplay)
- Refuse E-cigarettes Pre-test(baseline)
- Perceptions Involving E-cigarettes Post-test(6 months after gameplay is completed)
