The goal of this study is to develop and test an adapted version of our virtual reality videogame intervention prototype, Invite Only VR, developed for middle school students, which focuses on e-cigarette and marijuana vaping prevention. The game also includes a focus on emotion regulation and healthy coping skills. To determine the preliminary impact of the intervention, investigators will collect acceptability and feasibility data from 6th-8th grade students across three Connecticut middle schools. Investigators will also collect data on participants' knowledge, harm perceptions, and intentions to vape before and after they have played the videogame intervention.
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Feasibility Assessed Using Change in Retention Rates
Timeframe: From enrollment to the end of the last gameplay session, up to 1.5 hrs
Acceptability Assessed Via Self-reported Survey
Timeframe: End of Final Gameplay Session, up to 1.5 hrs
Usability of the Intervention Assessed via Self-Reported Survey
Timeframe: End of Final Gameplay Session, up to 1.5 hrs