Virtual Reality for the Prevention and Cessation of Nicotine Vaping in Youths: Protocol for a Randomized Controlled Trial.

IF 1.4 Q3 HEALTH CARE SCIENCES & SERVICES
Belinda Borrelli, Daniel Weinstein, Romano Endrighi, Nikki Ling, Kathleen Koval, Lisa M Quintiliani, Kaitlyn Konieczny
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引用次数: 0

Abstract

Background: Only a few trials target high school-aged teens with vaping interventions, typically focusing on prevention rather than cessation, with content limited to vaping harms and refusal skills. Given the co-occurrence and increasing incidence of vaping and mental health issues in teens, both must be simultaneously addressed by vaping interventions.

Objective: This randomized controlled trial aimed to evaluate the feasibility and preliminary efficacy of a virtual reality (VR) intervention for teens that targets both determinants of vaping (eg, mood and stress) and vaping prevention and cessation skills.

Methods: The participants are 150 students attending 1 of 2 racially and ethnically diverse Boston-area high schools. Health classes are randomly assigned to VR or control (assessment only). Students are eligible if not opted out by their parents, provided assent, and did not have health issues that preclude participation. While control classes (and ineligible students within them) have their regular classroom activity, VR classes are provided with Oculus Meta Quest 2 headsets and engage with the intervention during 3 class periods, once per week. Players solve a mystery with a vaping subplot and play a series of minigames to teach emotional regulation, coping strategies, and building resilience. A mobile app connects to the VR game, providing a home-based experience to reinforce skills learned. VR and control classes complete baseline and postintervention surveys on the same schedule. Primary outcome measures include feasibility, satisfaction and engagement with game play, and vaping awareness, knowledge, attitudes, and intentions to avoid or quit vaping. Secondary outcomes include vaping quit attempts, 7- and 30-day point prevalence abstinence, motivation and self-efficacy to quit or avoid vaping, positive and negative affect, emotional regulation and coping, and motion sickness.

Results: The project was approved by the institutional review board on April 2, 2024, and data collection began in April 2024 and concluded in June 2024, and 150 participants were recruited (98 intervention and 52 control). Although freshmen and sophomore classes were targeted in this study, there were several juniors and seniors (n=5) in these classes due to school transfers and the need for them to take the mandatory curriculum. Data cleaning has been completed, and analyses are ongoing. The results are expected to be submitted for publication in August of 2025.

Conclusions: As VR is visual, auditory, and tactile, it is ideal for practicing skills, facilitating memory, and increasing the likelihood of transfer to real-world settings. The immersion of VR promotes engagement with the intervention, rather than external digital temptations. Our study is innovative due to the cluster-randomized design, focus on both prevention and cessation, integration of mood management, and implementation among racially and ethnically diverse teens. Incorporation into school-based health curricula allows for proactive reach.

Trial registration: ClinicalTrials.gov NCT06003439; https://clinicaltrials.gov/study/NCT06003439.

International registered report identifier (irrid): DERR1-10.2196/71961.

青少年预防和戒烟的虚拟现实:一项随机对照试验方案。
背景:只有少数试验针对高中青少年进行电子烟干预,通常侧重于预防而不是戒烟,内容仅限于电子烟的危害和拒绝技巧。鉴于电子烟和青少年心理健康问题的共同发生和日益增加的发生率,必须同时通过电子烟干预来解决这两个问题。目的:本随机对照试验的目的是评估虚拟现实(VR)干预青少年的可行性和初步效果,该干预针对电子烟的决定因素(如情绪和压力)以及电子烟预防和戒烟技巧。方法:参与者是波士顿地区两所不同种族和民族高中中的一所的150名学生。健康课程随机分配到VR或Control组(仅供评估)。学生有资格,如果没有家长选择退出,提供同意,并没有健康问题,排除参加。虽然控制班(以及其中不合格的学生)有常规的课堂活动,但VR班提供Oculus Meta Quest 2耳机,并在每周三次上课期间参与干预。玩家在游戏中解开一个谜题,并玩一系列的小游戏来学习情绪调节、应对策略和建立适应力。手机应用程序连接到虚拟现实游戏,提供家庭体验,以加强所学技能。虚拟现实和控制班在相同的时间表上完成基线和干预后调查。主要结果测量包括可行性、满意度和对游戏的参与,以及电子烟的意识、知识、态度和避免或戒烟的意图。次要结果包括戒烟尝试,7天和30天的戒烟率,戒烟或避免吸电子烟的动机和自我效能,积极和消极影响,情绪调节和应对,以及晕动病。结果:数据采集于2024年4月开始,2024年6月结束。数据清理已完成,分析正在进行中。结果预计将于2025年8月提交公布。结论:由于VR具有视觉、听觉和触觉的功能,因此它是练习技能、促进记忆和增加转移到现实世界环境的可能性的理想选择。VR的沉浸感促进了对干预的参与,而不是外部数字诱惑。我们的研究是创新的,因为它采用了集群随机设计,重点关注预防和戒烟,情绪管理的整合,以及在不同种族和民族的青少年中实施。将其纳入校本卫生课程,可实现主动覆盖。临床试验:Clinical Trials.gov: NCT06003439。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.40
自引率
5.90%
发文量
414
审稿时长
12 weeks
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