RecruitingNot ApplicableNCT06675526

Detour: a Smartphone Game to Help Youth Quit Smoking


Sponsor

Behavioural Science Institute

Enrollment

604 participants

Start Date

Jul 5, 2024

Study Type

INTERVENTIONAL

Conditions

Summary

The researchers are testing a mobile game (named Detour) to support smoking cessation in adolescents and young adults (16-25 years). The game will be tested in a randomized-controlled trial (RCT) where Detour is tested against a digital self-help brochure ("Jouw eigen plan om te stoppen met roken" \[in English: Your personal plan to quit smoking\]) as the active control group. The researchers will recruit 604 participants (aged 16-25) and randomly assign them to receive the game or brochure intervention. The duration between pre-test and post-test for both groups is 5 weeks during which participants can access (parts of) their respective intervention. All participants quit smoking at the end of week 1 of the intervention period. Data is collected on smoking behaviour, intervention usage, and emotional well-being.


Eligibility

Min Age: 16 YearsMax Age: 25 Years

Plain Language Summary

Simplified for easier understanding

This clinical trial is studying a behavioral approach called Detour and a behavioral approach called Self-help brochure for people with adolescent behavior, smoking cessation, and other related conditions. The study is currently recruiting participants at 1 location. People eligible for this study include aged 16 Years to 25 Years.

This summary was AI-generated to explain the trial in plain language. It is not medical advice. Always discuss eligibility with your doctor before enrolling in a clinical trial.

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Interventions

BEHAVIORALDetour

"Detour" is a mobile game designed to assist youth with smoking cessation. First, Detour targets stimuli devaluation using a gamified go/no-go training. Second, the researchers aimed to reduce delay discounting in two ways; 1) players can replace neutral images in the go/no-go training with positive images from their own lives related to their future self; 2) players can set and monitor personal goals via the game, to promote future-self priming. Third, participants join a social shell comprising Instagram and TikTok content to provide psychoeducation about quitting smoking and to interact with fellow players who quit simultaneously. Finally, the timing and content of in-game messaging is personalized to each participant based on information provided in an ecological momentary assessment component and a stop plan filled out during the week before the quit attempt.

BEHAVIORALSelf-help brochure

The brochure provides guidelines to independently design a stop-plan including questions about seeking support from others, strategies to fight cravings, and setting rewards for milestones after quitting. Participants will be encouraged to complete this stop-plan in week 0 of the intervention, so the week before quit day. Additionally, the brochure includes psychoeducational information that is valuable when planning to quit smoking.


Locations(1)

Radboud University

Nijmegen, Gelderland, Netherlands

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NCT06675526


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