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VapingVapechatNCT06003439

Vaping Prevention and Vaping in Youth (Vapechat)

A study testing Virtual Reality Program and VR Program in people with Vaping and Smoking Cessation, run by Boston University at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

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… Read more about this study

Who is it for?
Ages 13 to 19 yearsHealthy volunteers can take part
Conditions the study is for
Vaping, Smoking Cessation
What is being tested?
Virtual Reality Program and VR Program
Could I receive a placebo?
No, everyone receives an active treatment
How many people
119 participants
Where
1 siteUnited States
Study dates
4 Apr 2024to 7 Jun 2024
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 13 to 19 years
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult

Who may be able to join

  • Students enrolled at Everett and Quincy High Schools (freshmen, sophomores, juniors, and seniors).
  • Students in Health class
  • Child assents

Who cannot join

  • Teacher indicates that participation is not appropriate for the student (e.g., severe mental illness; visual or auditory disability; medical issue)
  • Parent(s)/guardian(s) opt student out of the study.
  • Prone to motion sickness or seizures.
  • Visual impairments that would preclude playing VR or otherwise unable to use VR device.

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Boston University, Goldman School of Dental Medicine

    Boston, Massachusetts, 02118

Other trials in United States

About this study

Official title: Virtual Reality for the Prevention and Cessation of Nicotine Vaping in Youth

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.

Read the detailed description

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.

Being tested
Virtual Reality Program, VR Program
Keywords
Virtual reality (VR), High School Students
Medical subject headings
Vaping, Smoking Cessation

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual Reality ProgramBehavioural

    Also called VR Program

    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 ProgramBehavioural

    VR program participants will be able to download a mobile app that complements and reinforces the school-based VR session.

Study groups in NCT06003439
Study groupRoleWhat they receive
Virtual Reality ProgramExperimentalStudents in classrooms randomized to this group will receive the Virtual Reality vaping cessation and prevention program.
Receives: Behavioral: Virtual Reality Program; Behavioral: VR Program
Assessment OnlyNo interventionStudents in classrooms randomized to this group will not receive the VR intervention but will complete questionnaire assessment only.

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Engagement with the VR program

    Experimental condition arm. Playing time in minutes objectively measured by the program software; higher values mean a better outcome

    Measured: 5 weeks

  2. 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

    Measured: 5 weeks

  3. 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

    Measured: 5 weeks

  4. 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

    Measured: 5 weeks

  5. 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

    Measured: 5 weeks

  6. 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

    Measured: 5 weeks

  7. 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

    Measured: 5 weeks

  8. 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

    Measured: 5 weeks

Secondary outcomes (16)
  1. Quit vaping attempts

    Proportion of participants who have made one or more attempts to quit vaping for at least 24 hours

    Measured: 5 weeks

  2. 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

    Measured: 5 weeks

  3. 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

    Measured: 5 weeks

  4. Frequency of current vaping

    Proportion of participants who currently vape 'not at all', or 'some days', or 'most days', or 'every day'

    Measured: 5 weeks

  5. 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

    Measured: 5 weeks

  6. 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

    Measured: 5 weeks

  7. 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

    Measured: 5 weeks

  8. 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

    Measured: 5 weeks

  9. 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

    Measured: 5 weeks

  10. Resilience

    Scores on a brief resilience scale. Scores range 0-3 , higher values mean a worse outcome

    Measured: 5 weeks

  11. Positive affect

    Scores on the Pediatric Positive Affect (PROMIS) scale. Scores range 8-40, higher values mean a better outcome

    Measured: 5 weeks

  12. Negative affect

    Scores on the Negative Affect for Children scale Scores range 10-50, higher values mean a worse outcome

    Measured: 5 weeks

  13. Tolerability of the VR game

    Experimental condition arm Scores on the VR sickness questionnaire. Scores range 1-4, higher values mean a worse outcome

    Measured: 5 weeks

  14. 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

    Measured: 5 weeks

  15. 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

    Measured: 5 weeks

  16. Connection with vaping cessation resources

    Proportion of participants who have made contact with any vaping cessation resources during the study

    Measured: 5 weeks

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted22 Aug 2023
  2. Study start4 Apr 2024
  3. Primary completion7 Jun 2024
  4. Study completion7 Jun 2024

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Model description
Health classes in each high school will be randomly assigned using a 1:3 threshold probability using a random digit generator.
Masking
None (open label)
Enrolment
119 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06003439
Sponsor's protocol ID
H-43102
Acronym
Vapechat
Status last verified
Jun 2024
First submitted
15 Aug 2023
Last updated
7 Jun 2024
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • Borrelli B, Weinstein D, Endrighi R, Ling N, Koval K, Quintiliani LM, Konieczny K. Virtual Reality for the Prevention and Cessation of Nicotine Vaping in Youths: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2025 May 15;14:e71961. doi: 10.2196/71961.

    PubMed 40278000

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality Program and VR Program in people with Vaping and Smoking Cessation, run by Boston University at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 3 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 7 Jun 2024. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Engagement with the VR program (time frame: 5 weeks). The study lists 8 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT06003439, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 7 Jun 2024.

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