20 Participants Needed

Augmented Reality Game for Alcohol Abuse Prevention in Teens

KH
VW
Overseen ByVeronica Weser
Age: < 65
Sex: Any
Trial Phase: Academic
Sponsor: Yale University
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the augmented reality treatment 'No Time Wasted' for alcohol abuse prevention in teens?

Research on similar augmented reality games for drug-use prevention in adolescents showed improvements in knowledge, life skills, and intentions to avoid drugs. This suggests that augmented reality could be a promising tool for alcohol abuse prevention in teens, although more research is needed to confirm its effectiveness.12345

Is the Augmented Reality Game for Alcohol Abuse Prevention in Teens safe for use?

The studies on VR FestLab, a similar virtual reality simulation for alcohol prevention, show that it is generally well-received by adolescents, with positive user experiences and no significant safety concerns reported.46789

How is the augmented reality game 'No Time Wasted' different from other treatments for preventing alcohol abuse in teens?

The augmented reality game 'No Time Wasted' is unique because it uses immersive technology to engage teens in a virtual environment, allowing them to practice decision-making skills in realistic scenarios, which can be more engaging and interactive compared to traditional educational methods.2471011

What is the purpose of this trial?

The goal of this research study is to develop the AR-based alcohol use prevention and harm reduction intervention, "No Time Wasted", with the further aim of conducting a pre-post pilot study to assess whether the game reduce risk behaviors associated with alcohol use, whilst also increasing knowledge about some of the following topics: BAC, standard drink sizes, signs of alcohol poisoning. The intervention will also seek to encourage bystander intervention to assist fictional characters in need of help due to overdrinking.

Research Team

KH

Kimberly Hieftje, PhD

Principal Investigator

Yale University

Eligibility Criteria

This trial is for English-speaking high school students aged 16-18 who are willing to use an AR headset for about half an hour per session. The research team will decide if they're a good fit. It's not open to those outside this age group or not in high school.

Inclusion Criteria

I can use an AR headset for up to 45 minutes to play a game.
Eligibility will be determined by the research team.

Timeline

Development

Development of the AR videogame prototype using input from focus groups and literature

Not specified
4 focus group sessions

Pilot Evaluation

Conduct a pre-post pilot study to evaluate the feasibility, acceptability, and preliminary efficacy of the AR videogame prototype

1 week
2 sessions (in-person)

Follow-up

Participants are monitored for changes in knowledge, intentions, attitudes, and self-efficacy related to alcohol use after gameplay

End of gameplay - 2 hours

Treatment Details

Interventions

  • Augmented Reality ("No Time Wasted")
Trial Overview The study tests 'No Time Wasted', an augmented reality game designed to prevent alcohol abuse and reduce harm among teens by teaching them about blood alcohol content, standard drink sizes, signs of poisoning, and how to help others who've drunk too much.
Participant Groups
1Treatment groups
Experimental Treatment
Group I: Augmented Reality ("No Time Wasted")Experimental Treatment1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

Yale University

Lead Sponsor

Trials
1,963
Recruited
3,046,000+

Findings from Research

The Internet quiz game intervention significantly reduced underage drinking among adolescents, with a 21% decrease at 1-month follow-up and a 14% decrease at 3-month follow-up compared to conventional health education.
In the intervention group, fewer students reported drinking alcohol, and those who did consumed less, indicating that engaging educational methods can be more effective in changing drinking behaviors among adolescents.
An Internet Quiz Game Intervention for Adolescent Alcohol Drinking: A Clustered RCT.Ho, FK., Tung, KTS., Wong, RS., et al.[2021]

References

Efficacy of the Virtual Reality Intervention VR FestLab on Alcohol Refusal Self-Efficacy: A Cluster-Randomized Controlled Trial. [2022]
An Internet Quiz Game Intervention for Adolescent Alcohol Drinking: A Clustered RCT. [2021]
Impact of Two Types of Board Games on Drug-Use Prevention in Adolescents at Senior High Schools. [2022]
User experience, game satisfaction and engagement with the virtual simulation VR FestLab for alcohol prevention: A quantitative analysis among Danish adolescents. [2023]
Efficacy and outcomes of a mobile app targeting alcohol use in young people. [2018]
Quantifying the Nature and Extent of Children's Real-time Exposure to Alcohol Marketing in Their Everyday Lives Using Wearable Cameras: Children's Exposure via a Range of Media in a Range of Key Places. [2022]
User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents. [2020]
Evaluation of a Smartphone Application on the Reduction of Attentional Bias Toward Alcohol Among Students&#8224;. [2022]
Factors associated with younger adolescents' exposure to online alcohol advertising. [2022]
10.United Statespubmed.ncbi.nlm.nih.gov
Developing an alcohol and other drug serious game for adolescents: considerations for improving student engagement. [2022]
An Animation- Versus Text-Based Computer-Tailored Game Intervention to Prevent Alcohol Consumption and Binge Drinking in Adolescents: Study Protocol. [2021]
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