Program Overview
Invite Only VR is a virtual reality video game based on the theory of planned behavior and social cognitive theory, designed to prevent smoking in adolescents aged 13 to 16 years. The story-based videogame intervention teaches users about the risks of vaping and e-cigarettes. It facilitates the practice of essential skills such as rebuffing peer pressure. Players are tasked with getting an invitation to an exclusive party. Along the way to the party, the player encounters several scenarios where virtual peers attempt to pressure them into using a vape or e-cigarettes. Players are equipped with four skills that they build upon throughout the game: observing the environment, applying newly-gained knowledge about vaping in conversation with others, deciphering vaping colloquialisms, and refusing peers in an effective way. These abilities in addition to the time rewind (play the same day over again), and inner voice (review educational materials about vaping and e-cigarettes) contribute to the ultimate goal of the intervention, reducing poor health outcomes related to e-cigarette use.
Last Updated: 01/31/2025
Delivery
Virtual Reality
Theoretical Approach
Theory of planned behavior
Social cognitive theory
Target Substances
Tobacco
Target Outcomes
Drug use reduction
Drug use abstinence
Age
Adolescent: 11 – 17 years
Gender
Male
Female
Non-Binary+
Race
American Indian or Alaska Native
Asian
Black or African American
Multiracial
Native Hawaiian or Pacific Islander
White
Other
Ethnicity
Hispanic
Setting
School (K-12)
Geographic Location
United States of America
Language
English
Index Study Publication Date
June 23, 2021