NCT Number: NCT00425139
Evaluation of a Video Game for Adolescents and Young Adults With Cancer
The purpose of this study is to determine the effects of playing the interactive video game, Re-Mission, on patient outcomes, including adherence to medical treatment regimes, self-care behaviors, quality of life, stress, communication, control, and knowledge.
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Conditions
Age range
13 year–29 year
Sex eligibility
All sexes
Study type
Interventional
Phase
Not applicable
Primary location
Royal Children's Hospital, Parkville, Victoria, Australia
About this study
POPULATION: Approximately 340 patients will be enrolled in this study. Patients will be 13 to 29 years of age with any cancer (original diagnosis or relapse), currently receiving treatment and expected to be on treatment for at least 4 - 6 months following Baseline assessment, and able to communicate effectively in English, Spanish, or French. Approximately 170 patients will be enrolled in each of the two treatment groups. Each group will receive either the "Re-Mission" video game and a popular interactive video game, or just the popular interactive video game.
DESIGN: This is a multi-center, randomized trial, with patients randomized to one of two groups. One group (50% of patients) will receive the active intervention, which is the psycho-educational video game module called Re-Mission and a popular video game (hereafter "RE-MISSION") and another group (50 % of patients) will be in a game control group and receive a popular video game only (hereafter "GAME CONTROL. The games in the RE-MISSION and GAME CONTROL groups are delivered on identical mini, personal computers (hereafter "Mini-PC").
INTERVENTION: Each patient in the RE-MISSION group will be asked to play "Re-Mission" along with the popular video game for at least one hour a week for a period of ten to fourteen weeks. "Re-Mission" presents a 3-D environment in which the player can manipulate a humanoid character inside the virtual body of a patient with cancer. Game-play consists of guiding the character to destroy cancer cells and other "enemies" in the body (e.g., bacteria) while avoiding injury or weakness. During the process of playing the game and guiding the character through a series of missions, the player learns about chemotherapy and other medical treatments, health-promoting self-care behaviors, infections, and pain management. In addition, the game has also been designed to facilitate the patient's ability to share knowledge and concerns with others.
DURATION OF STUDY: 9 -12 months
Who can participate
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
- Male or female patient 13 to 29 years of age with a cancer diagnosis.
- Patient who is currently receiving treatment and is expected to remain on treatment for at least 4 - 6 months.
Exclusion criteria
- Patient who has a history of seizures due to photosensitivity.
- Patient who has been determined by the investigator to be incapable of following the study schedule or study directions for any reason.
- Patient who can not communicate effectively with study personnel in English, Spanish, or French.
Treatment and study plan
Primary outcomes
-
Adherence
-
Self-efficacy
-
Quality of life
Sponsors and collaborators
Lead sponsor
HopeLab Foundation
Other
Registry information
Official study title
Multi-site Evaluation of a Video Game for Adolescents and Young Adults With Cancer
Important dates
- Study start
- 2004
- Study completion
- 2005
- First posted
- Jan 22, 2007
- Registry last updated
- Mar 20, 2015
OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.
View the official ClinicalTrials.gov record (opens in a new tab)This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.
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