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 teens have reported that existing available interventions 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 two high schools in Boston.
The investigators will conduct a randomized trial 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 Virtual Reality (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. Seven high school classes across two high schools will be randomized to VR intervention or assessment only. Health classes in each high school will be randomly assigned using a 1:3 threshold probability using a random digit generator. Participants will be enrolled in the study for approximately 6 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 6, participants will complete the follow-up questionnaire assessments.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Enrollment
119
Behavioral: Virtual Reality Program The VR Program will be pre-installed on Meta Quest 2 headsets, which will be donned by students as a class to experience the intervention for approximately the length of one school class period (approximately 30-40 minutes). Each participant will experience the program once a week for 3 weeks. Participants who missed a week will complete the program by the 4th or 5th week.
VR program participants will be able to download a mobile app that complements and reinforces the school-based VR session.
Boston University, Goldman School of Dental Medicine
Boston, Massachusetts, United States
Engagement with the VR program
Experimental condition arm. Playing time in minutes objectively measured by the program software; higher values mean a better outcome
Time frame: 5 weeks
Satisfaction with the VR game
Experimental condition arm. Self-report star rating of the VR game (1 to 5 stars); higher values mean a better outcome
Time frame: 5 weeks
Awareness of vaping
Experimental condition arm. Self-report awareness adapted from the Mobile App Rating Scale (MARS). Score range 1 - 5; higher values mean a better outcome
Time frame: 5 weeks
Knowledge of vaping
Experimental condition arm Self-report knowledge adapted from the Mobile App Rating Scale (MARS). Score range 1 - 5; higher values mean a better outcome
Time frame: 5 weeks
Attitudes towards vaping
Experimental condition arm. Self-report attitudes towards vaping adapted from the Mobile App Rating Scale (MARS). Score range 1 - 5; higher values mean a better outcome
Time frame: 5 weeks
Intention to change
Experimental condition arm. Self-report intention to change vaping behaviors adapted from the Mobile App Rating Scale (MARS). Score range 1 - 5; higher values mean a better outcome
Time frame: 5 weeks
Help seeking
Experimental condition arm. Self-report help seeking for vaping behaviors adapted from the Mobile App Rating Scale (MARS). Score range 1 - 5; higher values mean a better outcome
Time frame: 5 weeks
Gameplay experience and satisfaction
Experimental condition arm. Scores on a scale assessing the gameplay experience. Score range 1 - 4; higher values mean a better outcome
Time frame: 5 weeks
Quit vaping attempts
Proportion of participants who have made one or more attempts to quit vaping for at least 24 hours
Time frame: 5 weeks
Past 30-days vaping frequency
Proportion of participants who have vaped '0', or '1-2', or '3-5', or '6-9', or '10-19', or '20-30' days in the past 30-days
Time frame: 5 weeks
Past 7-days vaping frequency
Proportion of participants who have vaped '0', or '1-2', or '3-4', or '5-6', or '7' days in the past 7-days
Time frame: 5 weeks
Frequency of current vaping
Proportion of participants who currently vape 'not at all', or 'some days', or 'most days', or 'every day'
Time frame: 5 weeks
Motivation to quit (or avoid) vaping within the next 30-days
Proportion of participants who are seriously thinking about quitting (or avoid) vaping within the next 30-days
Time frame: 5 weeks
Motivation to quit (or avoid) vaping
Scores on a scale assessing motivation to quit (or avoid) vaping. Score range 1 - 10; higher values mean a better outcome
Time frame: 5 weeks
Intention to try vaping (or quit vaping)
Proportion of participants who are 'probably not' or 'definitely not' thinking of vaping in the next 30- days
Time frame: 5 weeks
Confidence in avoiding vaping
Scores on a single item assessing confidence in avoiding vaping within 30-days. Scores range 1-10, higher values mean a better outcome
Time frame: 5 weeks
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Self-efficacy to resist vaping
Scores on the adapted smoking abstinence self-efficacy questionnaire for adolescents. Scores range 0-24 , higher values mean a better outcome
Time frame: 5 weeks
Resilience
Scores on a brief resilience scale. Scores range 0-3 , higher values mean a worse outcome
Time frame: 5 weeks
Positive affect
Scores on the Pediatric Positive Affect (PROMIS) scale. Scores range 8-40, higher values mean a better outcome
Time frame: 5 weeks
Negative affect
Scores on the Negative Affect for Children scale Scores range 10-50, higher values mean a worse outcome
Time frame: 5 weeks
Tolerability of the VR game
Experimental condition arm Scores on the VR sickness questionnaire. Scores range 1-4, higher values mean a worse outcome
Time frame: 5 weeks
Intention to connect with vaping cessation resources
Scores on a single item assessing intentions to connect with vaping cessation resources. Scores range 1-10, higher values mean a better outcome
Time frame: 5 weeks
Emotion Regulation and Coping
Scores on the Adolescent-Coping Orientation for Problem Experience (A-COPE). Scores range 6-30, higher values mean a better outcome
Time frame: 5 weeks
Connection with vaping cessation resources
Proportion of participants who have made contact with any vaping cessation resources during the study
Time frame: 5 weeks