Virtual Reality Intervention for Smoking Cessation

KH
DC
Overseen ByDeepa Camenga Associate Professor of Emergency Medicine, MD
Age: < 18
Sex: Any
Trial Phase: Academic
Sponsor: Yale University
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

What You Need to Know Before You Apply

What is the purpose of this trial?

This trial tests a virtual reality (VR) program designed to help middle school students learn about the dangers of e-cigarettes and develop skills to avoid using them. The aim is to prevent health issues related to vaping, such as cancer, by educating students through interactive VR scenarios. Students will participate in role-playing games that teach them how to resist peer pressure and manage their emotions. Eighth graders at selected middle schools in Connecticut or Massachusetts who are willing to engage in VR gameplay for about 2 to 2.5 hours over several sessions might be a good fit. As an unphased trial, this study offers students a unique opportunity to engage in cutting-edge educational technology that could significantly impact their health and decision-making skills.

Do I have to stop taking my current medications for the trial?

The trial information does not specify whether you need to stop taking your current medications.

What prior data suggests that this virtual reality intervention is safe for middle school students?

Studies have shown that virtual reality (VR) programs designed to prevent e-cigarette use are generally safe and easy for young people to use. Research indicates that these VR activities effectively engage students, help them understand the dangers of vaping, and teach them how to resist peer pressure. Reports from similar programs have shown no major negative effects, suggesting that this VR method is a safe tool for schools to include in their health education efforts.12345

Why are researchers excited about this trial?

Researchers are excited about the Virtual Reality E-Cigarette Prevention Program because it leverages cutting-edge VR technology to engage 8th-grade students in a way traditional methods do not. Unlike standard health curriculum options, which often rely on lectures or discussions, this program provides immersive, interactive gameplay that helps students practice real-life scenarios. It focuses on developing refusal skills and emotional regulation, offering students practical tools to resist peer pressure and make informed decisions about vaping. This innovative approach not only educates but also promotes mental health awareness, aiming to reduce e-cigarette initiation more effectively than conventional methods.

What evidence suggests that this virtual reality intervention is effective for smoking cessation?

Research has shown that virtual reality (VR) can help prevent teens from using e-cigarettes. In this trial, participants in the E-Invite Only VR arm will engage in a VR game designed to educate them about the risks of e-cigarettes and develop their refusal skills. One study found that playing a VR game, such as Invite Only VR, helped teens learn more and change their views about the risks of e-cigarettes. Another review showed that VR can help reduce cravings and improve outcomes in smoking cessation programs. Early findings suggest that using VR alongside other methods, like cognitive-behavioral therapy (a type of talk therapy), can enhance its effectiveness. Overall, VR interventions appear promising in helping teens make smart choices and resist peer pressure regarding vaping.13678

Who Is on the Research Team?

KH

Kimberly Hieftje D Associate Professor of Pediatrics, PhD

Principal Investigator

Yale University

DC

Deepa Camenga Associate Professor of Emergency Medicine, MD

Principal Investigator

Yale University

Are You a Good Fit for This Trial?

This trial is for 8th grade students at selected middle schools in Connecticut and Massachusetts who can get parental consent and are willing to play a VR game for about 2-2.5 hours over several class periods.

Inclusion Criteria

I am willing to play a VR videogame for about 2-2.5 hours over several sessions.
* Able to provide assent and obtain parental/guardian consent before participating in the study.
* Enrolled in the 8th grade in one of the 20 partner middle schools (8 in Connecticut, 12 in Massachusetts).

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Intervention

Participants engage in the E-Invite Only VR intervention, a school-based virtual reality e-cigarette prevention program designed for 8th-grade students. The intervention includes role-playing scenarios and focuses on emotional regulation and healthy coping strategies.

2-2.5 hours
Multiple class sessions

Follow-up

Participants are monitored for changes in e-cigarette initiation, knowledge, harm perceptions, social perceptions, healthy attitudes, self-efficacy, emotion regulation, coping skills, and intention to use e-cigarettes.

12 months
Assessments at 3, 6, and 12 months

Control Arm Access

Schools in the control arm receive access to the E-Invite Only VR intervention after the 12-month follow-up period.

What Are the Treatments Tested in This Trial?

Interventions

  • Virtual Reality E-Cigarette Prevention Program

Trial Overview

The study tests a virtual reality program designed to help prevent e-cigarette use and teach emotion regulation skills. Students will use the VR intervention during school as part of their regular classes.

How Is the Trial Designed?

2

Treatment groups

Experimental Treatment

Active Control

Group I: E-Invite Only VR: A Virtual Reality E-Cigarette Prevention InterventionExperimental Treatment1 Intervention
Group II: Wait-list Control (Standard Health Curriculum)Active Control1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

Yale University

Lead Sponsor

Trials
1,963
Recruited
3,046,000+

National Cancer Institute (NCI)

Collaborator

Trials
14,080
Recruited
41,180,000+

Citations

Study of the Effectiveness of a Virtual Reality Treatment in ...

Virtual therapy appears to be more effective when combined with other relapse prevention techniques such as cognitive behavioural therapy (CBT). Official Title.

Virtual Reality Technology Use in Cigarette Craving ... - PMC

This adaptation of VR-CET obtained good results: significantly more (23%) of the mindfulness VR-CET trained participants quit smoking at the end of the ...

Pilot Study of a Mobile, Virtual Reality–Based Digital ...

Expanding the role of VR in smoking cessation, recent studies have explored its potential to not only assist with reducing cravings and ...

Virtual Reality for the Prevention and Cessation of Nicotine ...

This randomized controlled trial aimed to evaluate the feasibility and preliminary efficacy of a virtual reality (VR) intervention for teens that targets both ...

(PDF) Virtual Reality Technology in Electronic Cigarette ...

This review aims to examine the characteristics, effectiveness, and implementation of virtual reality (VR) interventions for e-cigarettes prevention and ...

A Virtual Reality Game to Prevent E-cigarette and ...

The goal of this project is to develop and evaluate an evidence-based classroom-based e-cigarette and marijuana vaping prevention videogame for 6th to 8th grade ...

Evaluation of a virtual reality E-cigarette prevention game ...

Results. From baseline to 6 months, Invite Only VR players improved in e-cigarette knowledge, nicotine addiction knowledge, perceived addictiveness of e- ...

Virtual Reality Game Is an Effective Tool for Vaping Prevention ...

Yale researchers have developed an immersive, virtual reality video game that helps teens learn about the dangers of e-cigarettes and practice strategies for ...