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Development of a Videogame Prototype Targeting Cigarette and Marijuana Smoking, and Tobacco Product Prevention Among Young Adolescents (smokeSCREEN)

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ClinicalTrials.gov Identifier: NCT03107936
Recruitment Status : Completed
First Posted : April 11, 2017
Last Update Posted : October 19, 2018
Sponsor:
Information provided by (Responsible Party):
Yale University

Brief Summary:
To study feasibility and implementation of a education videogame and the effects on adolescents knowledge and beliefs around tobacco products.

Condition or disease Intervention/treatment Phase
Smoking Behavioral: smokeSCREEN game Not Applicable

Detailed Description:
The goal for sub-study 4 is to learn more about how an educational videogame can feasibly be implemented and disseminated in youth programs. For this sub-study we will further develop, expand, and refine the smokeSCREEN game and increase the game's reach on a national platform. The study will conduct the proposed evaluation by: working with game developers to develop a web- based version of the game, creating a pre-post survey to measure the effect of the game and building that into the smokeSCREEN game to anonymously collect information on players' knowledge and beliefs around tobacco products, and collaborating with youth programs to pilot test how the game can be implemented in real world settings.

Study Type : Interventional  (Clinical Trial)
Actual Enrollment : 40 participants
Intervention Model: Single Group Assignment
Masking: None (Open Label)
Primary Purpose: Prevention
Official Title: Development of a Videogame Prototype Targeting Cigarette and Marijuana Smoking, and Tobacco Product Prevention Among Young Adolescents
Actual Study Start Date : January 2017
Actual Primary Completion Date : March 2017
Actual Study Completion Date : March 2018

Resource links provided by the National Library of Medicine

MedlinePlus related topics: Marijuana Smoking

Arm Intervention/treatment
Experimental: smokeSCREEN game play
Participants are instructed to access the web-based videogame intervention, smokeSCREEN, through a secured website and play the game using their unique User ID and password.
Behavioral: smokeSCREEN game
smokeSCREEN is web-based videogame intervention focused on tobacco use prevention in teens. The game has 1.5-2 hours of unique game play and focuses on combustible cigarettes, e-cigarettes, and flavored tobacco products.smokeSCREEN. Guided by the social cognitive theory and the theory of planned behavior, smokeSCREEN addresses a range of challenges that teens often face involving peer pressure and the use of tobacco products. Participants are provided access to the smokeSCREEN game through a private, password-protected website link and instructed to complete the game.




Primary Outcome Measures :
  1. Beliefs about smoking pre-test survey [ Time Frame: Baseline ]
    Participants completed a pre-survey through a secured, data collection website (Qualtrics Data Collection Software) and then played the videogame intervention. Fourteen questions were designed from the National Youth Tobacco Survey (2014)13 that focused on beliefs about cigarettes, e-cigarettes, and flavored tobacco were used. For beliefs, questions had 4-5 choices ranging from strongly disagree to strongly agree or definitely yes to definitely not, or 5 response choices ranging from very unlikely to very likely.

  2. Beliefs about smoking post-test survey [ Time Frame: immediately after game play is completed ]
    Participants completed a post-survey through a secured, data collection website (Qualtrics Data Collection Software), after they have played the videogame intervention. Fourteen questions were designed from the National Youth Tobacco Survey (2014)13 that focused on beliefs about cigarettes, e-cigarettes, and flavored tobacco were used for the survey. For beliefs, questions had 4-5 choices ranging from strongly disagree to strongly agree or definitely yes to definitely not, or 5 response choices ranging from very unlikely to very likely.

  3. Knowledge about smoking pre-test survey [ Time Frame: Baseline ]
    Participants completed a pre-survey through a secured, data collection website (Qualtrics Data Collection Software), played the videogame intervention. Fourteen questions were designed from the National Youth Tobacco Survey (2014)13 that focused on knowledge about cigarettes, e-cigarettes, and flavored tobacco were used for the surveys. For knowledge, questions had 3 response choices (yes, not, and not sure).

  4. Knowledge about smoking post-test survey. [ Time Frame: immediately after game play is completed ]
    Participants completed a pre-survey through a secured, data collection website (Qualtrics Data Collection Software), played the videogame intervention, and then completed a post-survey using the same data collection website. Fourteen questions were designed from the National Youth Tobacco Survey (2014)13 that focused on knowledge about cigarettes, e-cigarettes, and flavored tobacco were used for the survey. For knowledge, questions had 3 response choices (yes, not, and not sure).

  5. Game experience satisfaction post-test survey [ Time Frame: immediately after game play is completed ]
    The post-test survey included an additional 5 items on game experience and satisfaction from items designed for a previous videogame study on sexual risk reduction in young adolescents (e.g., "I would tell my friends to play this game," 4 response choices, ranging from strongly disagree to strongly agree).



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Ages Eligible for Study:   10 Years to 16 Years   (Child)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   Yes
Criteria

Inclusion Criteria:

  • must be able and willing to sit at a computer or mobile device for 45-60 minutes per session to play the game and answer questions before and after playing video game.
  • be enrolled in a youth program that we have a partnership with

Exclusion Criteria:

  • up to the discretion of the study team

Information from the National Library of Medicine

To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.

Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT03107936


Locations
United States, Connecticut
Hamden Youth Center
Hamden, Connecticut, United States, 06517
Leadership, Education, and Athletics Partnership (LEAP) Inc.
New Haven, Connecticut, United States, 06511
Yale New Haven Hospital
New Haven, Connecticut, United States, 06511
Farnam Neighborhood House
New Haven, Connecticut, United States, 06513
Sponsors and Collaborators
Yale University
Investigators
Principal Investigator: Lynn E. Fiellin, MD Yale University

Responsible Party: Yale University
ClinicalTrials.gov Identifier: NCT03107936     History of Changes
Other Study ID Numbers: 1401013293
First Posted: April 11, 2017    Key Record Dates
Last Update Posted: October 19, 2018
Last Verified: October 2018
Individual Participant Data (IPD) Sharing Statement:
Plan to Share IPD: No