Vaccine education goes digital: games and animations aim to sway hesitant teens
NCT ID NCT06832670
First seen Jun 27, 2026 · Last updated Jun 27, 2026
Summary
This study tested whether educational materials, a video animation, and a simulation game could improve vaccine knowledge and reduce hesitancy in adolescents aged 18-21. A total of 210 participants were split into an intervention group and a control group. The goal was to see if these engaging tools could positively influence health beliefs and increase vaccine acceptance.
What this could mean
Our plain-language read of the trial. This is informational only — not medical advice or a prediction.
- Active substance
- vaccine education, video animation, and game application
- What this could lead to
- If successful, this approach could provide a simple, low-cost way to increase vaccine acceptance among young people, helping reduce the spread of infectious diseases.
- What could go wrong
- This is a small, completed study measuring knowledge and attitudes, not actual vaccination rates. Results may not apply to other age groups or settings.
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Conditions
The condition(s) this trial relates to.
As listed by the trial registrant
The condition terms exactly as the trial's registrant entered them.
Contacts and locations
Locations
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Kahramanmaraş Sütçü İmam University
Kahramanmaraş, Eyalet/Yerleşke, 46000, Turkey (Türkiye)
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