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.

This is an AI summary of the original study and may miss details. Read our disclaimer.

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Conditions

The condition(s) this trial relates to.

Health Education Vaccination Hesitancy

As listed by the trial registrant

The condition terms exactly as the trial's registrant entered them.

Contacts and locations

Locations

  • Kahramanmaraş Sütçü İmam University

    Kahramanmaraş, Eyalet/Yerleşke, 46000, Turkey (Türkiye)

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