NCT07362069

A Virtual Reality Vaping Prevention Intervention for Adolescents

Enrolling by Invitation
Not specifiedAges 12–15Observational
Yale University
~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
Vaping
2 sites across 2 states
Connecticut1
Massachusetts1

This trial hasn't published a contact. View it on ClinicalTrials.gov

  • 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.