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.
Age range
13 Years – 19 Years
Sex
ALL
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Engagement with the VR program
Timeframe: 5 weeks
Satisfaction with the VR game
Timeframe: 5 weeks
Awareness of vaping
Timeframe: 5 weeks
Knowledge of vaping
Timeframe: 5 weeks
Attitudes towards vaping
Timeframe: 5 weeks
Intention to change
Timeframe: 5 weeks
Help seeking
Timeframe: 5 weeks
Gameplay experience and satisfaction
Timeframe: 5 weeks