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Opioid MisuseNCT04109599

A Digital Intervention to Prevent Initiation of Opioid Misuse in Adolescents in School-based Health Centers

A study testing PlaySmart, PlaySmart Storyline and Play Smart Mini-Game in people with Opioid Misuse, run by Yale University at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

This study's specific aims were to: develop a digital intervention as a prevention intervention through focus groups with 40 youth; pilot-test the developed digital intervention with 30 adolescents, using methods from the investigator's prior research; develop implementation strategies and partners through focus… Read more about this study

Who is it for?
Ages 16 to 19 yearsHealthy volunteers can take part
Conditions the study is for
Opioid Misuse
What is being tested?
PlaySmart, PlaySmart Storyline and Play Smart Mini-Game
Could I receive a placebo?
No, everyone receives an active treatment
How many people
33 participants
Where
1 siteUnited States
Study dates
1 Mar 2021to 31 Aug 2021
Phase
Interventional
Are there results?
Yes, posted in the registrySummary in the doctors' view

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 16 to 19 years
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult

Who may be able to join

  • Adolescent participants must attend high school that has a school-based health center, to participate in pilot testing

Who cannot join

  • Failure to meet Inclusion Criteria

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Yale School of Medicine

    New Haven, Connecticut, 06519

Other trials in United States

About this study

Official title: A Digital Intervention to Prevent the Initiation of Opioid Misuse in Adolescents in School-based Health Centers

This study's specific aims were to: develop a digital intervention as a prevention intervention through focus groups with 40 youth; pilot-test the developed digital intervention with 30 adolescents, using methods from the investigator's prior research; develop implementation strategies and partners through focus groups with 50 School Based Health Alliance affiliates and 30 adolescents from an Advisory Council.

Read the detailed description

Most opioid misuse begins during adolescence and young adulthood. Adolescence is the time to intervene with prevention interventions (i.e., interventions focused on adolescents who have not yet misused opioids) in settings like school-based health centers (HCs), yet few interventions exist that prevent initiation of opioid misuse. "Serious videogame" interventions can improve health behaviors. They meet adolescents "where they are," and compared to standard interventions, they can reach large populations, with consistent fidelity, place limited demands on personnel/resources, and facilitate rapid sustainable distribution, all at a potentially lower cost.

This study harnessed the power of videogame interventions and incorporated components of effective substance use prevention programs to develop an evidence-informed intervention to prevent the initiation of opioid misuse in adolescents. Building on our experience developing videogame interventions and in partnership with the national School-Based Health Alliance (SBHA), we developed and tested a new videogame intervention, PlaySmart.

PlaySmart was built upon our PlayForward videogame intervention platform that has demonstrated efficacy in improving attitudes and knowledge related to risk behaviors. Through rigorous formative work and with input from adolescents, and our SBHA and game development partners, we created the PlaySmart videogame intervention.

PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.

The gap in the research on preventing initiation of opioid misuse in youth and in implementing prevention programs with good fidelity needs to be urgently addressed given the high prevalence of adolescent opioid misuse and overdose. This research has the potential to create a videogame intervention to prevent initiation of opioid misuse with far-reaching and sustained impact on adolescents.

Conditions
Opioid Misuse
Being tested
PlaySmart, PlaySmart Storyline, Play Smart Mini-Game
Medical subject headings
Opioid-Related Disorders

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • PlaySmartBehavioural

    Participants played the developed PlaySmart game over the course of a week.

  • PlaySmart StorylineBehavioural

    Participants played through one PlaySmart Storyline during one 1-1.5 hour session.

  • Play Smart Mini-GameBehavioural

    Participants played through all levels of the PlaySmart Risk Sense mini-game during one 1-1.5 hour session.

Study groups in NCT04109599
Study groupRoleWhat they receive
PlaySmart Full GameExperimentalAdolescents, boys and girls, aged 16-19 participated in the pilot testing of the adapted game. PlaySmart is a digital intervention targeted towards preventing opioid misuse in older adolescents.
Receives: Behavioral: PlaySmart
Trading Wisdom StorylineExperimentalAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player receives an opioid prescription from their dentist. This storyline includes information about safe use of opioids and the difference between use and misuse.
Receives: Behavioral: PlaySmart Storyline
Lean on Me StorylineExperimentalAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player is offered opioids at a party. This storyline includes information about different forms of opioids and their effects.
Receives: Behavioral: PlaySmart Storyline
Tough Love StorylineExperimentalAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player navigates supporting their partner struggling with opioid misuse. This storyline includes information about treatment and recovery resources for opioid misuse \& Opioid Use Disorder.
Receives: Behavioral: PlaySmart Storyline
Grandma's Pills StorylineExperimentalAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player witnesses the sharing of an opioid prescription within their family. This storyline includes information about medication safety and opioid overdose identification and response.
Receives: Behavioral: PlaySmart Storyline
A Friend in Need StorylineExperimentalAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player interacts with a friend that is in distress. This storyline includes information about how to navigate peer-to-peer support.
Receives: Behavioral: PlaySmart Storyline
A New Direction StorylineExperimentalAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player seeks out therapy as an option to manage stress. This storyline includes information about how to seek professional help for mental health.
Receives: Behavioral: PlaySmart Storyline
Risk Sense All LevelsExperimentalAdolescents, boys and girls, aged 16-19 participated in beta testing all levels of this PlaySmart mini game intended to increase perceived risk of harm of opioid misuse.
Receives: Behavioral: Play Smart Mini-Game
PlaySmart Full Game: Focus on Character DevelopmentExperimentalAdolescents, boys and girls, aged 16-19 participated in the pilot testing of the adapted game. PlaySmart is a digital intervention targeted towards preventing opioid misuse in older adolescents. Participants in this arm focused on beta testing character development aspects throughout the game.
Receives: Behavioral: PlaySmart

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Knowledge Questions

    Participants were asked 5 true/false knowledge questions pre/post gameplay.

    Measured: Post Gameplay, up to 1 week

  2. Perception of Risk of Harm

    Participants were asked 5 perception of harm questions then asked to rate the questions on a 4-point scale (no risk to great risk). Change in perception of risk of harm pre/post gameplay was measured to assess this outcome.

    Measured: Post Gameplay, up to 1 week

  3. Gameplay Experience

    Gameplay experience was assessed using 8 statements to be rated on a scale of 1-5 (1= Not at all, 5= A lot) such as "I was absorbed in this experience" and "I understood the stories in PlaySmart." Each item was assessed individually to assess gameplay experience.

    Measured: Post Gameplay, up to 1 week

  4. Beta Test a Storyline of PlaySmart Game

    Each storyline was randomly tested by 4 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.

    Measured: Post Gameplay, up to 1.5 hour

  5. Beta Test PlaySmart Risk Sense Mini Game

    Each level of the Risk Sense mini game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.

    Measured: Post Gameplay, up to 1.5 hour

  6. Beta Test PlaySmart Full Game: Character Development Focus

    The PlaySmart Full Game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay focused on character development. Presented are counts of participants that successfully completed the task.

    Measured: Post Gameplay, up to 1 week

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted30 Sep 2019
  2. Study start1 Mar 2021
  3. Primary completion31 Aug 2021
  4. Study completion31 Aug 2021

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Non-randomised
Intervention model
Single group
Masking
None (open label)
Enrolment
33 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT04109599
Sponsor's protocol ID
2000026247
Other IDs
1UG3DA050251-01
Status last verified
Jun 2022
First submitted
27 Sep 2019
Last updated
8 Jul 2022
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing PlaySmart, PlaySmart Storyline and Play Smart Mini-Game in people with Opioid Misuse, run by Yale University at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 1 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 8 Jul 2022. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Yes. Results are posted in the registry (first posted 8 Jul 2022). A summary is in the For doctors view, and the full results are on ClinicalTrials.gov.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Knowledge Questions (time frame: Post Gameplay, up to 1 week). The study lists 6 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 8 Jul 2022.

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