Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
119 participants
INTERVENTIONAL
2024-04-04
2024-06-07
Brief Summary
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The investigators' research group has designed a vaping prevention and cessation intervention that is implemented as a VR game for high school teens. The overall objective of this research is to assess the acceptability, feasibility, and preliminary efficacy of the VR experience among high school students in two high schools in Boston.
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Detailed Description
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Seven high school classes across two high schools will be randomized to VR intervention or assessment only. Health classes in each high school will be randomly assigned using a 1:3 threshold probability using a random digit generator. Participants will be enrolled in the study for approximately 6 weeks. In the first 3 weeks, participants will engage in the VR game experience once per week during their classes. In the fourth and fifth week, participants may make up any VR game session that they missed because of absence (e.g., illness). At week 6, participants will complete the follow-up questionnaire assessments.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
NONE
Study Groups
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Virtual Reality Program
Students in classrooms randomized to this group will receive the Virtual Reality vaping cessation and prevention program.
Virtual Reality Program
Behavioral: Virtual Reality Program The VR Program will be pre-installed on Meta Quest 2 headsets, which will be donned by students as a class to experience the intervention for approximately the length of one school class period (approximately 30-40 minutes). Each participant will experience the program once a week for 3 weeks. Participants who missed a week will complete the program by the 4th or 5th week.
VR Program
VR program participants will be able to download a mobile app that complements and reinforces the school-based VR session.
Assessment Only
Students in classrooms randomized to this group will not receive the VR intervention but will complete questionnaire assessment only.
No interventions assigned to this group
Interventions
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Virtual Reality Program
Behavioral: Virtual Reality Program The VR Program will be pre-installed on Meta Quest 2 headsets, which will be donned by students as a class to experience the intervention for approximately the length of one school class period (approximately 30-40 minutes). Each participant will experience the program once a week for 3 weeks. Participants who missed a week will complete the program by the 4th or 5th week.
VR Program
VR program participants will be able to download a mobile app that complements and reinforces the school-based VR session.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Students in Health class
* Child assents
Exclusion Criteria
* Parent(s)/guardian(s) opt student out of the study.
* Prone to motion sickness or seizures.
* Visual impairments that would preclude playing VR or otherwise unable to use VR device.
13 Years
19 Years
ALL
Yes
Sponsors
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American Heart Association
OTHER
Boston University
OTHER
Responsible Party
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Principal Investigators
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Belinda Borrelli, PhD
Role: PRINCIPAL_INVESTIGATOR
Boston University, Goldman School of Dental Medicine, Center for Behavioral Science Research
Locations
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Boston University, Goldman School of Dental Medicine
Boston, Massachusetts, United States
Countries
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References
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Borrelli B, Weinstein D, Endrighi R, Ling N, Koval K, Quintiliani LM, Konieczny K. Virtual Reality for the Prevention and Cessation of Nicotine Vaping in Youths: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2025 May 15;14:e71961. doi: 10.2196/71961.
Other Identifiers
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H-43102
Identifier Type: -
Identifier Source: org_study_id
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