- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT04109599
A Digital Intervention to Prevent Initiation of Opioid Misuse in Adolescents in School-based Health Centers
A Digital Intervention to Prevent the Initiation of Opioid Misuse in Adolescents in School-based Health Centers
Study Overview
Status
Conditions
Intervention / Treatment
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.
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
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Connecticut
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New Haven, Connecticut, United States, 06519
- Yale School of Medicine
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Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- Adolescent participants must attend high school that has a school-based health center, to participate in pilot testing
Exclusion Criteria:
- Failure to meet Inclusion Criteria
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: Non-Randomized
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: PlaySmart Full Game
Adolescents, 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.
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Participants played the developed PlaySmart game over the course of a week.
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Experimental: Trading Wisdom Storyline
Adolescents, 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.
|
Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
|
|
Experimental: Lean on Me Storyline
Adolescents, 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.
|
Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
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|
Experimental: Tough Love Storyline
Adolescents, 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.
|
Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
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Experimental: Grandma's Pills Storyline
Adolescents, 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.
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Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
|
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Experimental: A Friend in Need Storyline
Adolescents, 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.
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Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
|
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Experimental: A New Direction Storyline
Adolescents, 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.
|
Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
|
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Experimental: Risk Sense All Levels
Adolescents, 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.
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Participants played through all levels of the PlaySmart Risk Sense mini-game during one 1-1.5 hour session.
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Experimental: PlaySmart Full Game: Focus on Character Development
Adolescents, 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.
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Participants played the developed PlaySmart game over the course of a week.
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Knowledge Questions
Time Frame: Post Gameplay, up to 1 week
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Participants were asked 5 true/false knowledge questions pre/post gameplay.
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Post Gameplay, up to 1 week
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Perception of Risk of Harm
Time Frame: Post Gameplay, up to 1 week
|
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.
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Post Gameplay, up to 1 week
|
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Gameplay Experience
Time Frame: Post Gameplay, up to 1 week
|
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.
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Post Gameplay, up to 1 week
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Beta Test a Storyline of PlaySmart Game
Time Frame: Post Gameplay, up to 1.5 hour
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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.
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Post Gameplay, up to 1.5 hour
|
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Beta Test PlaySmart Risk Sense Mini Game
Time Frame: Post Gameplay, up to 1.5 hour
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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.
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Post Gameplay, up to 1.5 hour
|
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Beta Test PlaySmart Full Game: Character Development Focus
Time Frame: Post Gameplay, up to 1 week
|
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.
|
Post Gameplay, up to 1 week
|
Collaborators and Investigators
Sponsor
Collaborators
Investigators
- Principal Investigator: Lynn E Fiellin, MD, Director, play2PREVENT Lab at Yale, Internal Medicine
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
- 2000026247
- 1UG3DA050251-01 (U.S. NIH Grant/Contract)
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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