CI

At a glance

ClinicalIndex Comparison Record
N/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.

Search/NCT04054765
NCT04054765N/ACompleted

A Virtual Reality Videogame for E-cigarette Prevention in Teens

Yale University·interventional·Posted Aug 13, 2019·Updated Jun 25, 2021

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

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
ConditionsE-Cig Use, Vaping
CountriesUnited States
Collaborators--

Timeline

N/ACompletedFinished
2020202120222023202420252026
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