Trial Outcomes & Findings for A Virtual Reality Videogame for E-cigarette Prevention in Teens (NCT NCT04054765)
NCT ID: NCT04054765
Last Updated: 2021-06-25
Results Overview
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.
COMPLETED
NA
287 participants
6 months
2021-06-25
Participant Flow
844 teens in Milford Schools met eligibility requirements. 557 were excluded for failure to provide signed parental consent for inclusion in the study
Participant milestones
| Measure |
Teens in the Invite Only VR Videogame
155 adolescents played the Invite Only VR intervention for 2-4 sessions for approximately 40 minutes per session. These 2-4 play sessions play took place following the pre-test at baseline. The post-test was administered immediately after the final play session.
videogame: Invite Only VR videogame Invite Only VR is a VR, story-based videogame intervention that teaches adolescents aged 11 to 17 years about the health risks of using e-cigarettes while providing a virtual environment to practice refusing peer pressure to vape e-cigarettes.
|
Teens Receive Treatment as Usual
132 adolescents receive treatment as usual
This includes attending regular health class in public school in which the dangers of e-cigarettes are discussed.
treatment as usual: treatment as usual
|
|---|---|---|
|
Baseline
STARTED
|
155
|
132
|
|
Baseline
COMPLETED
|
150
|
129
|
|
Baseline
NOT COMPLETED
|
5
|
3
|
|
Post-Gameplay / 1-week Follow up
STARTED
|
150
|
129
|
|
Post-Gameplay / 1-week Follow up
COMPLETED
|
142
|
126
|
|
Post-Gameplay / 1-week Follow up
NOT COMPLETED
|
8
|
3
|
|
3-month Follow up
STARTED
|
142
|
126
|
|
3-month Follow up
COMPLETED
|
142
|
123
|
|
3-month Follow up
NOT COMPLETED
|
0
|
3
|
|
6-month Follow up
STARTED
|
142
|
123
|
|
6-month Follow up
COMPLETED
|
110
|
91
|
|
6-month Follow up
NOT COMPLETED
|
32
|
32
|
Reasons for withdrawal
| Measure |
Teens in the Invite Only VR Videogame
155 adolescents played the Invite Only VR intervention for 2-4 sessions for approximately 40 minutes per session. These 2-4 play sessions play took place following the pre-test at baseline. The post-test was administered immediately after the final play session.
videogame: Invite Only VR videogame Invite Only VR is a VR, story-based videogame intervention that teaches adolescents aged 11 to 17 years about the health risks of using e-cigarettes while providing a virtual environment to practice refusing peer pressure to vape e-cigarettes.
|
Teens Receive Treatment as Usual
132 adolescents receive treatment as usual
This includes attending regular health class in public school in which the dangers of e-cigarettes are discussed.
treatment as usual: treatment as usual
|
|---|---|---|
|
Baseline
Withdrawal by Subject
|
5
|
3
|
|
Post-Gameplay / 1-week Follow up
Withdrawal by Subject
|
8
|
3
|
|
3-month Follow up
Withdrawal by Subject
|
0
|
3
|
|
6-month Follow up
Lost to Follow-up
|
32
|
32
|
Baseline Characteristics
A Virtual Reality Videogame for E-cigarette Prevention in Teens
Baseline characteristics by cohort
| Measure |
Teens in the Invite Only VR Videogame
n=155 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=132 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
Total
n=287 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Black or African American
|
11 Participants
n=5 Participants
|
8 Participants
n=7 Participants
|
19 Participants
n=5 Participants
|
|
Race (NIH/OMB)
White
|
109 Participants
n=5 Participants
|
90 Participants
n=7 Participants
|
199 Participants
n=5 Participants
|
|
Race (NIH/OMB)
More than one race
|
9 Participants
n=5 Participants
|
8 Participants
n=7 Participants
|
17 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Unknown or Not Reported
|
11 Participants
n=5 Participants
|
6 Participants
n=7 Participants
|
17 Participants
n=5 Participants
|
|
Region of Enrollment
United States
|
155 Participants
n=5 Participants
|
132 Participants
n=7 Participants
|
287 Participants
n=5 Participants
|
|
Current e-cigarette/JUUL user (Y/N)
|
4 Participants
n=5 Participants
|
5 Participants
n=7 Participants
|
9 Participants
n=5 Participants
|
|
Race (NIH/OMB)
American Indian or Alaska Native
|
3 Participants
n=5 Participants
|
3 Participants
n=7 Participants
|
6 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Asian
|
12 Participants
n=5 Participants
|
17 Participants
n=7 Participants
|
29 Participants
n=5 Participants
|
|
Age, Categorical
<=18 years
|
155 Participants
n=5 Participants
|
132 Participants
n=7 Participants
|
287 Participants
n=5 Participants
|
|
Age, Categorical
Between 18 and 65 years
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Age, Categorical
>=65 years
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Age, Continuous
|
12.4 years
STANDARD_DEVIATION .56 • n=5 Participants
|
12.5 years
STANDARD_DEVIATION .59 • n=7 Participants
|
12.45 years
STANDARD_DEVIATION .57 • n=5 Participants
|
|
Sex: Female, Male
Female
|
81 Participants
n=5 Participants
|
49 Participants
n=7 Participants
|
130 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
74 Participants
n=5 Participants
|
83 Participants
n=7 Participants
|
157 Participants
n=5 Participants
|
PRIMARY outcome
Timeframe: 6 monthsThe 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.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=110 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=91 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Percent of Participants Who Report E-cigarette Use at 6 Months
|
0 Participants
|
0 Participants
|
SECONDARY outcome
Timeframe: baselineTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' attitudes involving e-cigarette use - pretest survey. Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) and then play the videogame intervention. The survey includes 4 questions adapted from the National Youth Tobacco Survey (2014) focus on attitudes about e-cigarettes. Questions have 4 response choices ranging from 1 (strongly disagree) to 4 (strongly agree) or 1 (definitely yes) to 4 (definitely not), or 1 (very unlikely) to 4 (very likely). Some items were reverse coded so that scores of 1 always represented less healthy attitudes and scores of 4 corresponded to more healthy attitudes. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating healthier attitudes.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=150 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=129 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Attitudes Towards E-cigarettes Pre-test
|
3.38 units on a scale
Standard Deviation .46
|
3.21 units on a scale
Standard Deviation .54
|
SECONDARY outcome
Timeframe: immediately after gameplay is completedTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' attitudes involving e-cigarette use - post-test survey. Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software) after playing the videogame intervention. The survey includes 4 questions adapted from the National Youth Tobacco Survey (2014) focus on attitudes about e-cigarettes. Questions have 4 response choices ranging from 1 (strongly disagree) to 4 (strongly agree) or 1 (definitely yes) to 4 (definitely not), or 1 (very unlikely) to 4 (very likely). Questions are reverse coded such that higher scores represent healthier attitudes towards e-cigarettes.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=126 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Attitudes Towards E-cigarettes Post-test
|
3.37 units on a scale
Standard Deviation .49
|
3.24 units on a scale
Standard Deviation .54
|
SECONDARY outcome
Timeframe: 3 months after gameplay is completedTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' attitudes involving e-cigarette use - 3 months post-test survey. The survey includes 4 questions adapted from the National Youth Tobacco Survey (2014) focus on attitudes about e-cigarettes. Questions have 4 response choices ranging from 1 (strongly disagree) to 4 (strongly agree) or 1 (definitely yes) to 4 (definitely not), or 1 (very unlikely) to 4 (very likely). Some items were reverse coded so that scores of 1 always represented less healthy attitudes and scores of 4 corresponded to more healthy attitudes. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating healthier attitudes.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=123 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Attitudes Towards E-cigarettes Post-test
|
3.36 units on a scale
Standard Deviation .5
|
3.28 units on a scale
Standard Deviation .55
|
SECONDARY outcome
Timeframe: 6 months after gameplay is completedTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' attitudes involving e-cigarette use - 6 months post-test survey. Participants will complete a survey through a secured, data collection website (Qualtrics Data Collection Software). The survey includes 4 questions adapted from the National Youth Tobacco Survey (2014) focus on attitudes about e-cigarettes. Questions have 4 response choices ranging from 1 (strongly disagree) to 4 (strongly agree) or 1 (definitely yes) to 4 (definitely not), or 1 (very unlikely) to 4 (very likely). Some items were reverse coded so that scores of 1 always represented less healthy attitudes and scores of 4 corresponded to more healthy attitudes. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating healthier attitudes.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=110 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=91 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Attitudes Towards E-cigarettes Post-test
|
3.48 units on a scale
Standard Deviation .44
|
3.28 units on a scale
Standard Deviation .58
|
SECONDARY outcome
Timeframe: baselineTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' knowledge about e-cigarettes - pre-test survey. Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software), before playing the videogame intervention. The survey includes 15 questions adapted from the National Youth Tobacco Survey (2014) focus on knowledge about e-cigarettes. For knowledge, questions have 3 response choices (True, False, and not sure). Correct answers are scored as 1, incorrect are scored as 0, and not sure responses are also scored as 0. Total scores range from 0 to 15, with higher scores indicating better performance.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=150 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=129 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Knowledge of E-cigarettes Pre-test
|
11.29 score on a scale
Standard Deviation 1.91
|
10.33 score on a scale
Standard Deviation 2.57
|
SECONDARY outcome
Timeframe: immediately after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' knowledge about e-cigarettes- post-test survey. Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software), after playing the videogame intervention. The survey includes 15 questions adapted from the National Youth Tobacco Survey (2014) focus on knowledge about e-cigarettes. For knowledge, questions have 3 response choices (True, False, and not sure). Correct answers are scored as 1, incorrect are scored as 0, and not sure responses are also scored as 0. Total scores range from 0 to 15, with higher scores indicating better performance.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=126 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Knowledge of E-cigarettes Post-test
|
13.97 score on a scale
Standard Deviation 1.27
|
10.45 score on a scale
Standard Deviation 2.92
|
SECONDARY outcome
Timeframe: 3 months after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' knowledge about e-cigarettes- 3 months post-test survey. Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software). The survey includes 15 questions adapted from the National Youth Tobacco Survey (2014) focus on knowledge about e-cigarettes. For knowledge, questions have 3 response choices (True, False, and not sure). Correct answers are scored as 1, incorrect are scored as 0, and not sure responses are also scored as 0. Total scores range from 0 to 15, with higher scores indicating better performance.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=123 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Knowledge of E-cigarettes Post-test
|
13.6 score on a scale
Standard Deviation 1.29
|
11.17 score on a scale
Standard Deviation 2.88
|
SECONDARY outcome
Timeframe: 6 months after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' knowledge about e-cigarettes- 6 months post-test survey. Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software). The survey includes 15 questions adapted from the National Youth Tobacco Survey (2014) focus on knowledge about e-cigarettes. For knowledge, questions have 3 response choices (True, False, and not sure). Correct answers are scored as 1, incorrect are scored as 0, and not sure responses are also scored as 0. Total scores range from 0 to 15, with higher scores indicating better performance.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=110 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=91 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Knowledge of E-cigarettes Post-test
|
13.39 score on a scale
Standard Deviation 1.96
|
11.02 score on a scale
Standard Deviation 2.78
|
SECONDARY outcome
Timeframe: baselineTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' intentions involving e-cigarette use - pretest survey. Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) and then play the videogame intervention. The survey includes 1 question adapted from the National Youth Tobacco Survey (2014): "Do you think you will vape or use an e-cigarette, like JUUL, in the next year?" Participants respond on a Likert scale ranging from 1 (not at all likely) to 5 (very likely).
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=150 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=129 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Intentions of E-cigarettes Pre-test
|
1.12 units on a scale
Standard Deviation .44
|
1.25 units on a scale
Standard Deviation .55
|
SECONDARY outcome
Timeframe: immediately after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' intentions involving e-cigarette use - post test survey. Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software) after playing videogame intervention. The survey includes 1 question adapted from the National Youth Tobacco Survey (2014): "Do you think you will vape or use an e-cigarette, like JUUL, in the next year?" Participants respond on a Likert scale ranging from 1 (not at all likely) to 5 (very likely).
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=126 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Intentions of E-cigarettes Post-test
|
1.08 units on a scale
Standard Deviation .27
|
1.26 units on a scale
Standard Deviation .51
|
SECONDARY outcome
Timeframe: 3 months after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' intentions involving e-cigarette use - 3 months post test survey. Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software). The survey includes 1 question adapted from the National Youth Tobacco Survey (2014): "Do you think you will vape or use an e-cigarette, like JUUL, in the next year?" Participants respond on a Likert scale ranging from 1 (not at all likely) to 5 (very likely).
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=123 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Intentions of E-cigarettes Post-test
|
1.18 units on a scale
Standard Deviation .41
|
1.28 units on a scale
Standard Deviation .56
|
SECONDARY outcome
Timeframe: 6 months after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' intentions involving e-cigarette use - 6 months post test survey. Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software). The survey includes 1 question adapted from the National Youth Tobacco Survey (2014): "Do you think you will vape or use an e-cigarette, like JUUL, in the next year?" Participants respond on a Likert scale ranging from 1 (not at all likely) to 5 (very likely).
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=110 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=91 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Intentions of E-cigarettes Post-test
|
1.11 units on a scale
Standard Deviation .32
|
1.21 units on a scale
Standard Deviation .44
|
SECONDARY outcome
Timeframe: baselineTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' harm perceptions involving e-cigarette use - pretest survey. Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) before playing the videogame intervention. The survey includes 5 questions adapted from the National Youth Tobacco Survey (2014) focus on harm perceptions about e-cigarettes. Questions have 4 choices ranging from 1 (no harm) to 4 (a lot of harm). Some items are reverse coded such that higher mean scores indicate greater perceived harm of e-cigarettes. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater perceived harm.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=150 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=129 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Perceptions Involving E-cigarettes Pretest
|
2.56 units on a scale
Standard Deviation .29
|
2.57 units on a scale
Standard Deviation .3
|
SECONDARY outcome
Timeframe: immediately after gameplay is completedTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' harm perceptions involving e-cigarette use - post-test survey. Participants will complete the survey through a secured, data collection website (Qualtrics Data Collection Software) after playing the videogame intervention. The survey includes 5 questions adapted from the National Youth Tobacco Survey (2014) that focus on harm perceptions about e-cigarettes. Questions have 4 choices ranging from 1 (no harm) to 4 (a lot of harm). Some items are reverse coded such that higher scores indicate greater perceived harm of e-cigarettes. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater perceived harm.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=126 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Perceptions Involving E-cigarettes Post-test
|
2.69 units on a scale
Standard Deviation .24
|
2.56 units on a scale
Standard Deviation .35
|
SECONDARY outcome
Timeframe: 3 months after gameplay is completedTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' harm perceptions involving e-cigarette use - 3 month post-test survey. Participants complete a survey through a secured, data collection website (Qualtrics Data Collection Software) 3 months after playing the intervention. The survey includes 5 questions adapted from the National Youth Tobacco Survey (2014) that focus on harm perceptions of e-cigarettes. Questions have 4 choices ranging from 1 (no harm) to 4 (a lot of harm). Some items are reverse coded such that higher scores indicate greater perceived harm of e-cigarettes. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater perceived harm.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=123 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Perceptions Involving E-cigarettes Post-test
|
2.65 units on a scale
Standard Deviation .19
|
2.57 units on a scale
Standard Deviation .3
|
SECONDARY outcome
Timeframe: 6 months after gameplay is completedTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' harm perceptions involving e-cigarette use - post-test survey. Participants completed a survey through a secured, data collection website (Qualtrics Data Collection Software) 6 months after playing the videogame intervention. The survey includes 5 questions adapted from the National Youth Tobacco Survey (2014) that focus on harm perceptions of e-cigarettes. Questions have 4 choices ranging from 1 (no harm) to 4 (a lot of harm). Some items are reverse coded such that higher scores indicate greater perceived harm of e-cigarettes. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater perceived harm.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=110 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=91 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Perceptions Involving E-cigarettes Post-test
|
2.64 units on a scale
Standard Deviation .2
|
2.55 units on a scale
Standard Deviation .23
|
SECONDARY outcome
Timeframe: baselineTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' self-efficacy to refuse e-cigarettes - pretest survey. Participants will complete a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) and then play the videogame intervention. The survey includes 6 questions adapted from the National Youth Tobacco Survey (2014) that focus on self-efficacy to refuse e-cigarettes. Questions are Likert scale and have 4 choices ranging from 1 (not at all sure) to 4 (definitely sure). Higher scores represent greater self-efficacy to refuse e-cigarettes across a variety of situations. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater elf-efficacy to refuse e-cigarettes.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=150 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=129 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Refuse E-cigarettes Pre-test
|
3.87 units on a scale
Standard Deviation .31
|
3.73 units on a scale
Standard Deviation .62
|
SECONDARY outcome
Timeframe: immediately after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' self-efficacy to refuse e-cigarettes - post-test survey. Participants will completed a post-survey through a secured, data collection website (Qualtrics Data Collection Software) immediately after playing the videogame intervention. The survey includes 6 questions adapted from the National Youth Tobacco Survey (2014) that focus on self-efficacy to refuse e-cigarettes. Questions are Likert scale and have 4 choices ranging from 1 (not at all sure) to 4 (definitely sure). Higher scores represent greater self-efficacy to refuse e-cigarettes across a variety of situations. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater elf-efficacy to refuse e-cigarettes.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=126 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Refuse E-cigarettes Post-test
|
3.89 units on a scale
Standard Deviation .37
|
3.72 units on a scale
Standard Deviation .62
|
SECONDARY outcome
Timeframe: 3 months after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' self-efficacy to refuse e-cigarettes - 3 months post-test survey. Participants will completed a survey through a secured, data collection website (Qualtrics Data Collection Software) 3 months after playing the videogame intervention. The survey includes 6 questions adapted from the National Youth Tobacco Survey (2014) that focus on self-efficacy to refuse e-cigarettes. Questions are Likert scale and have 4 choices ranging from 1 (not at all sure) to 4 (definitely sure). Higher scores represent greater self-efficacy to refuse e-cigarettes across a variety of situations. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater elf-efficacy to refuse e-cigarettes.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=142 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=123 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Refuse E-cigarettes Post-test
|
3.9 units on a scale
Standard Deviation .24
|
3.77 units on a scale
Standard Deviation .53
|
SECONDARY outcome
Timeframe: 6 months after gameplayTo determine the impact of a VR prevention videogame intervention prototype, Invite Only VR, on participants' self-efficacy to refuse e-cigarettes - 6 months post-test survey. Participants completed a survey through a secured, data collection website (Qualtrics Data Collection Software) 6 months after playing the videogame intervention. The survey includes 6 questions adapted from the National Youth Tobacco Survey (2014) that focus on self-efficacy to refuse e-cigarettes. Questions are Likert scale and have 4 choices ranging from 1 (not at all sure) to 4 (definitely sure). Higher scores represent greater self-efficacy to refuse e-cigarettes across a variety of situations. Items were averaged into a composite scale that ranged from 1 to 4, with higher scores indicating greater elf-efficacy to refuse e-cigarettes.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=110 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
n=91 Participants
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Refuse E-cigarettes Post-test
|
3.9 units on a scale
Standard Deviation .23
|
3.83 units on a scale
Standard Deviation .44
|
OTHER_PRE_SPECIFIED outcome
Timeframe: immediately after gameplayPopulation: Only teens in the Invite Only VR Videogame Group responded to this survey.
To determine participants' satisfaction and gameplay experience - posttest survey (experimental only). Participants will complete a post-survey through a secured, data collection website (Qualtrics Data Collection Software). The survey includes questions adapted from a survey developed at the play2PREVENT Lab about gameplay satisfaction and experience. Questions have 4 choices ranging from strongly disagree to strongly agree. Some items were reverse coded prior to all items being averaged into a composite scale that ranged from 1 to 4, with higher scores representing greater satisfaction with gameplay experience.
Outcome measures
| Measure |
Teens in the Invite Only VR Videogame
n=150 Participants
155 adolescents playing the Invite Only VR intervention
videogame: Invite Only VR videogame
|
Teens Receive Treatment as Usual
132 adolescents receive treatment as usual
treatment as usual: treatment as usual
|
|---|---|---|
|
Satisfaction With Gameplay Experience - Experimental Only
|
3.08 units on a scale
Standard Deviation .59
|
—
|
Adverse Events
Teens in the Invite Only VR Videogame
Teens Receive Treatment as Usual
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Dr. Kimberly Hieftje
play4REAL XR Lab at the Yale School of Medicine
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place