Experimental: Augmented Reality ("No Time Wasted") for Self-Harm

Phase-Based Progress Estimates
1
Effectiveness
1
Safety
Self-Harm+1 MoreExperimental: Augmented Reality ("No Time Wasted") - Behavioral
Eligibility
16 - 18
All Sexes
What conditions do you have?
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Study Summary

This trial will test whether a new video game can help reduce risky alcohol behaviors and increase knowledge about topics like blood alcohol content and standard drink sizes. The game will also aim to encourage players to help others who have overdrunk in the game.

Eligible Conditions
  • Self-Harm
  • Alcohol Abuse Prevention

Treatment Effectiveness

Study Objectives

1 Primary · 7 Secondary · Reporting Duration: Baseline

Baseline
Ethanol
Intentions, attitudes, and social norms pre-test
Knowledge of alcohol pre-test
Self-efficacy to refuse pre-test
Hour 2
Intentions, attitudes, and social norms post-test
Knowledge of alcohol post-test
Self-efficacy to refuse post-test
To determine participants' satisfaction and gameplay experience

Trial Safety

Trial Design

1 Treatment Group

Augmented Reality ("No Time Wasted")
1 of 1

Experimental Treatment

20 Total Participants · 1 Treatment Group

Primary Treatment: Experimental: Augmented Reality ("No Time Wasted") · No Placebo Group · N/A

Augmented Reality ("No Time Wasted")
Behavioral
Experimental Group · 1 Intervention: Experimental: Augmented Reality ("No Time Wasted") · Intervention Types: Behavioral

Trial Logistics

Trial Timeline

Screening: ~3 weeks
Treatment: Varies
Reporting: baseline

Who is running the clinical trial?

Yale UniversityLead Sponsor
1,678 Previous Clinical Trials
21,087,793 Total Patients Enrolled
Kimberly Hieftje, PhDPrincipal InvestigatorYale University
1 Previous Clinical Trials
287 Total Patients Enrolled

Eligibility Criteria

Age 16 - 18 · All Participants · 4 Total Inclusion Criteria

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