NCT07362069
A Virtual Reality Vaping Prevention Intervention for Adolescents
Enrolling by Invitation
Not specifiedAges 12–15ObservationalYale UniversityInvestigator-initiated
~40 participants
Updated 2026-01-26 on ClinicalTrials.gov
At a glance
Recruiting sites
0 of 2 listed sites are recruiting right now
RecruitingSuspended, closed, or not yet open
What they're measuring
Acceptability of the the Videogame
Measured over Immediately after the focus group and gameplay testing of the intervention, Day 1
+2 more outcomes measured
Conditions
Where it's being run
2 sites across 2 statesConnecticut1
Massachusetts1
Who to contact
This trial hasn't published a contact. View it on ClinicalTrials.gov
What this trial measures
- Acceptability of the the VideogameImmediately after the focus group and gameplay testing of the intervention, Day 1
The Gameplay experience questionnaire, consisting of 11 items ranging from strongly disagree to strongly agree, will be used to assess adolescents' perception of the acceptability of the videogame intervention.
- System Usability ScaleImmediately after the focus group and gameplay, Day 1
The System Usability Scale (SUS), 10 items ranging from "strongly disagree" to "strongly agree" will be completed by adolescents and school staff to access the usability of the intervention.
- Feasibility of ImplementationImmediately after interviews with school staff, Day 1
Feasibility of Implementation, consisting of 5 items ranging from "Strongly disagree" to "strongly agree" will be used to assess feasibility of the intervention.