At a glance
ClinicalIndex Comparison RecordN/ACompleted· 287 enrolled
Drug / intervention
videogame +1 moredevice
Likely dose
Not stated in record
Structured eligibility isn't available for this trial yet — see the full criteria in the Eligibility tab below.
Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.
A Virtual Reality Videogame for E-cigarette Prevention in Teens
In Brief
A clinical study evaluating videogame and treatment as usual for E-Cig Use and Vaping. Completed, enrolled 287 participants across 1 site.
Detailed Summary
The use of the Invite Only VR, with the aim to prevent the initiation of e-cigarette use in teens by increasing their knowledge, decreasing their intentions to use e-cigarettes, influencing their harm perceptions and attitudes associated with e-cigarettes, and increasing self-efficacy associated with refusing peers involving e-cigarettes.
Study Details
Timeline
N/ACompletedFinished
2020202120222023202420252026
First PostedAug 2019
Enrollment StartOct 2019
Primary CompletionJun 2020
TodayJul 2026
First PostedAug 13, 2019
Enrollment StartOct 17, 2019
Primary CompletionJun 5, 2020
TodayJul 2, 2026
Enrollment to primary: 8 monthsPosted 6.9 years ago
Interventions
videogamedevice
Invite Only VR videogame
treatment as usualother
treatment as usual