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Adolescent Vaping Prevention Program

According to the Centers for Disease Control and Prevention, in the years 2011 to 2015, e-cigarette use among high school students grew by 900%. NIDA reports that in 2018, 1 in every 3 12th graders reported using e-cigarettes. 75% of 8th graders believe e-cigarettes are just inhaling flavored water vapor - only 10% of surveyed students knew they were inhaling nicotine.

ConverSage partnered with the Yale University School of Medicine to create an immersive adaptation of their Award Winning Oculus serious game that delivers the scientific facts about how vaping negatively affects adolescents' health and gives them the skills to make healthy decisions. This comprehensive curriculum, including evaluation tools, can be incorporated into an existing substance abuse program, or delivered as a standalone health unit.

The goals for this program are:

  • Reduce the likelihood that adolescents and young teens will (a) adopt vaping and/or (b) continue to vape and potentially ingest more harmful, potentially addictive, substances such as THC; and
  • Empower adolescents, young teens, and their caring adults to confidently initiate "difficult conversations" with their at-risk peers and children, respectively, to educate and discourage them from vaping.

This game is a proven, engaging and immersive learning experience that supports schools' efforts to reach students sooner and dispel prevalent misinformation about vaping. This solution offers a fun and scalable solution. It allows each participant to learn discreetly, at their own pace, and to practice navigating difficult and socially awkward conversations with their peers.

Vaping Prevention:

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​​Best Practice Opioid Prescribing:

Product Sheet​​

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