Vaping Cessation for Youth
Purpose
Many youth are addicted to nicotine due to increased nicotine vaping (e.g., e-cigarettes). Unfortunately, there are no effective interventions to help teens quit vaping. In addition, existing vaping prevention programs have limited effectiveness because they are out of touch with teen's culture and are not appealing to the intended audience. Therefore, to be effective, a vaping intervention must be acceptable, appealing, and engaging to teens, and most importantly, it should be designed to be channeled into an existing infrastructure such as the school setting. 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 high school in Boston.
Conditions
- Vaping
- Smoking Cessation
Eligibility
- Eligible Ages
- Between 13 Years and 19 Years
- Eligible Genders
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- Students enrolled at Public High Schools (freshmen, sophomores, juniors, and seniors). - Must be able to speak and understand English. - Child assents
Exclusion Criteria
- Teacher indicates that participation is not appropriate for the student (e.g., severe mental illness; visual or auditory disability) - Parent(s)/guardian(s) opt student out of the study. - Prone to motion sickness or seizures. - Blind or otherwise unable to use VR device.
Study Design
- Phase
- N/A
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel Assignment
- Primary Purpose
- Prevention
- Masking
- None (Open Label)
Arm Groups
Arm | Description | Assigned Intervention |
---|---|---|
Experimental Virtual Reality Program |
Students in classrooms randomized to this group will receive the Virtual Reality vaping cessation and prevention program. |
|
No Intervention Assessment Only |
Students in classrooms randomized to this group will not receive the VR intervention but will complete questionnaire assessment only. |
|
Recruiting Locations
Boston, Massachusetts 02118
More Details
- Status
- Recruiting
- Sponsor
- Boston University
Detailed Description
The investigators will conduct a randomized trial (N=150) of high school students (freshman to seniors) in the Boston area to determine feasibility, satisfaction, and preliminary efficacy of the VR-based vaping cessation and prevention game. Students will be randomized by class to either receive the VR program (experimental condition) or control condition (questionnaire assessment only). There will be three VR sessions played at school during a health class. Participants in the VR condition will also engage in a gamified home-based component on their smartphone, in order to reinforce skills learned in the school-based VR experience. For every 4 - 5 classes enrolled in the VR condition, two will be enrolled in the control condition. Participants will be enrolled in the study for approximately 5 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 5, participants will complete the follow-up questionnaire assessments.