This study will examine E-Invite Only VR, a novel school-based universal e-cigarette prevention intervention that uses virtual reality (VR) to deliver prevention and emotion regulation skills-building content to middle school students in real-world classrooms. In Phase 1, investigators will conduct focus groups with adolescents and interviews with school staff to inform the development and implementation of the intervention.
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Acceptability of the the Videogame
Timeframe: Immediately after the focus group and gameplay testing of the intervention, Day 1
System Usability Scale
Timeframe: Immediately after the focus group and gameplay, Day 1
Feasibility of Implementation
Timeframe: Immediately after interviews with school staff, Day 1