- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT06519487
Social Experiences and Demographic Factors in the Regulation of Immune Cells
Perceived Discrimination, Geography, and Demographic Effects on Immune Cell Function and Regulation
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
Study Type
Enrollment (Estimated)
Phase
- Not Applicable
Contacts and Locations
Study Locations
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-
Maryland
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Baltimore, Maryland, United States, 21251
- Morgan State University
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Texas
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Fort Worth, Texas, United States, 76129
- Texas Christian University
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-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
- Older Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- Non-Hispanic Black, Non-Hispanic White, or Hispanic
- At least 18 years of age
- Lives within 25 miles of, works, or attends Morgan State University, The University of Baltimore or Texas Christian University
Exclusion Criteria:
- Anyone not identifying as either non-Hispanic Black, non-Hispanic White, or Hispanic,
- Under 18 years old
- Does not live within 25 miles of, works, or attends Morgan State University, the University of Baltimore or Texas Christian University
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Basic Science
- Allocation: Randomized
- Interventional Model: Crossover Assignment
- Masking: Double
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
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Experimental: Mid-Atlantic: Non-Hispanic Black Order 1
Participants play Cyberball™ with virtual players who appear to be non-Hispanic White. The participant only receives the ball once during the entire game, while all the non-Hispanic White avatars will pass the ball back and forth with each other many times. After completing surveys and providing saliva and blood samples, participants play Cyberball, in which they receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity. During this round, participants play cyberball with virtual players who do not have any obvious ethnic differences from them. The participant again only receives the ball once during the entire game, while the other avatars that look similar to them pass the ball back and forth with each other a number of times. After completing surveys and providing blood samples, participants receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity. |
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Active Comparator: Mid-Atlantic: Non-Hispanic Black Order 2
Participants play Cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participants only receive the ball once during the entire game, but avatars that look similar to them pass the ball back and forth with each other several times.
After completing surveys and providing saliva and blood samples, participants play Cyberball again but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
Participants play another session of Cyberball™ with virtual players who appear to be non-Hispanic White.
The participant only receives the ball once during the entire game, while all the non-Hispanic White avatars will pass the ball back and forth with each other many times.
After completing surveys and providing blood samples, participants again play Cyberball but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Experimental: Mid-Atlantic: Non-Hispanic White Order 1
Participants play Cyberball™ with virtual players who appear non-Hispanic Black, or Hispanic.
The participant receives the ball once during the game, while all the non-Hispanic Black or Hispanic avatars will pass the ball back and forth with each other many times.
After completing surveys and providing saliva and blood samples, participants play Cyberball, in which they receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
During this round, participants play cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participant again only receives the ball once during the entire game, while the other avatars that look similar to them pass the ball back and forth several times.
After completing surveys and providing blood samples, participants receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Active Comparator: Mid-Atlantic: Non-Hispanic White Order 2
Participants play Cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participants only receive the ball once during the game, but avatars that look similar to them pass the ball back and forth with each other several times.
After completing surveys and providing saliva and blood samples, participants play Cyberball again but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
Participants play another session of Cyberball with virtual players who appear to be non-Hispanic Black or Hispanic.
The participant receives the ball once during the game, while all the non-Hispanic Black or Hispanic avatars will pass the ball back and forth with each other many times.
After completing surveys and providing blood samples, participants again play Cyberball but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Experimental: Mid-Atlantic Hispanic Order 1
Participants play Cyberball™ with virtual players who appear to be non-Hispanic White.
The participant receives the ball once during the game, while all the non-Hispanic White avatars will pass the ball back and forth with each other many times.
After completing surveys and providing saliva and blood samples, participants play Cyberball, in which they receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
During this round, participants play Cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participant again only receives the ball once during the entire game, while the other avatars that look similar to them pass the ball back and forth several times.
After completing surveys and providing blood samples, participants receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Active Comparator: Mid-Atlantic Hispanic Order 2
Participants play Cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participants only receive the ball once during the entire game, but avatars that look similar to them pass the ball back and forth with each other several times.
After completing surveys and providing saliva and blood samples, participants play Cyberball again but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
Participants play another session of Cyberball™ with virtual players who appear to be non-Hispanic White.
The participant only receives the ball once during the entire game, while all the non-Hispanic White avatars will pass the ball back and forth with each other many times.
After completing surveys and providing blood samples, participants again play Cyberball but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Experimental: Southwest Non-Hispanic Black Order 1
Participants play Cyberball™ with virtual players who appear to be non-Hispanic White.
The participant only receives the ball once during the entire game, while all the non-Hispanic White avatars will pass the ball back and forth with each other many times.
After completing surveys and providing saliva and blood samples, participants play Cyberball, in which they receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
During this round, participants play cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participant again only receives the ball once during the entire game, while the other avatars that look similar to them pass the ball back and forth several times.
After completing surveys and providing blood samples, participants receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Active Comparator: Southwest Non-Hispanic Black Order 2
Participants play Cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participants only receive the ball once during the entire game, but avatars that look similar to them pass the ball back and forth with each other several times.
After completing surveys and providing saliva and blood samples, participants play Cyberball again but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
Participants play another session of Cyberball™ with virtual players who appear to be non-Hispanic White.
The participant only receives the ball once during the entire game, while all the non-Hispanic White avatars will pass the ball back and forth with each other many times.
After completing surveys and providing blood samples, participants again play Cyberball but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Experimental: Southwest Non-Hispanic White Order 1
Participants play Cyberball™ with virtual players who appear non-Hispanic Black or Hispanic.
The participant receives the ball once during the game, while all the non-Hispanic Black or Hispanic avatars will pass the ball back and forth with each other many times.
After completing surveys and providing saliva and blood samples, participants play Cyberball, in which they receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
During this round, participants play cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participant again only receives the ball once during the entire game, while the other avatars that look similar to them pass the ball back and forth with each other several times.
After completing surveys and providing blood samples, participants receive the ball from virtual players an equal number of times as the different avatars, regardless of ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Active Comparator: Southwest Non-Hispanic White Order 2
Participants play Cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participants only receive the ball once during the entire game, but avatars that look similar to them pass the ball back and forth with each other several times.
After completing surveys and providing saliva and blood samples, participants play Cyberball again but receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
Participants play another session of Cyberball with virtual players who appear to be non-Hispanic Black or Hispanic.
The participant only receives the ball once during the entire game, while all the non-white avatars will pass the ball back and forth with each other many times.
After completing surveys and providing blood samples, participants again play Cyberball but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Experimental: Southwest Hispanic Order 1
Participants play Cyberball™ with virtual players who appear to be non-Hispanic White.
The participant only receives the ball once during the entire game, while all the non-Hispanic White avatars will pass the ball back and forth with each other many times.
After completing surveys and providing saliva and blood samples, participants play Cyberball, in which they receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
During this round, participants play Cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participant again only receives the ball once during the entire game, while the other avatars that look similar to them pass the ball back and forth several times.
After completing surveys and providing blood samples, participants receive the ball from virtual players an equal number of times as the other avatars, regardless of their ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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Experimental: Southwest Hispanic White Order 2
Participants play Cyberball with virtual players who do not have any noticeable ethnic differences from them.
The participants only receive the ball once during the entire game, but avatars that look similar to them pass the ball back and forth with each other several times.
After completing surveys and providing saliva and blood samples, participants play Cyberball again but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
Participants play another session of Cyberball™ with virtual players who appear to be non-Hispanic White.
The participant receives the ball once during the game, while all the non-Hispanic White avatars will pass the ball back and forth with each other many times.
After completing surveys and providing blood samples, participants again play Cyberball but receive the ball from virtual players an equal number of times as the other avatars, regardless of the avatars' ethnicity.
|
Cyberball™ is a virtual social exclusion game that simulates social interactions and acute discrimination experiences in a controlled laboratory setting.
The game involves passing a virtual ball between players represented by images.
In this study, only the participant is a real player, while the other "players" are pre-programmed virtual avatars controlled by the experimenter using Cyberball software.
The ethnicity of these virtual players can be manipulated by changing the stock photos used to represent them.
Participants in the Race-Based Social Exclusion condition play Cyberball with virtual players who appear to be of a different ethnicity from the participant.
In the Non-Race-Based Social Exclusion, the participant plays with virtual players who do not have any obvious ethnic differences from the participant, and social inclusion is a washout condition where the participant receives the ball from the virtual players, regardless of the ethnicity of the avatars.
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Frequency of Perceived Discrimination Experiences
Time Frame: Survey response collected before the first Cyberball Sequence within 30 minutes of arriving at the lab) and score calculated during data analysis
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Before the game, participants will be asked to complete the "Everyday Discrimination Scale" designed to measure their perceptions of discrimination encountered in their everyday lives.
This instrument prompts respondents to rate the frequency of discriminatory events in their daily lives, such as "being treated with less courtesy than others."
Everyday Discrimination Scale Participants provide their responses on a scale that ranges from "0" for "never" to "5" for "almost every day."
The summed responses provide a measure of how frequently they experienced discrimination.
The summed score can range from 0 to 50; the higher the score, the more frequently participants perceived that they experienced discrimination.
Additionally, participants specify whether these experiences are due to various factors, including race and gender.
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Survey response collected before the first Cyberball Sequence within 30 minutes of arriving at the lab) and score calculated during data analysis
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Type, Timing and Frequency of Lifetime Discrimination Experiences
Time Frame: Survey response collected within 30 minutes after completing the first Cyberball Sequence and score calculated during data analysis]
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The "Experiences of Discrimination Scale" measures the type, timing, and frequency of discrimination.
Participants answer "yes" or "no" to 9 types of unfair treatment, such as, "Have you ever been unfairly fired?"
The sum of "yes" responses ranges from 0 to 9, with a score above 6 indicating many unfair treatments.
Participants also specify if the unfair treatment was due to race, skin color, or other characteristics.
The sum of responses related to ancestry, race, ethnicity, or skin color indicates the frequency of racial discrimination.
Additionally, participants report the last time they experienced unfair treatment due to race or ethnicity, with responses from 1 ("past week") to 4 ("more than a year").
Lower scores indicate more recent occurrences.
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Survey response collected within 30 minutes after completing the first Cyberball Sequence and score calculated during data analysis]
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Recent Discrimination and Perceived Ethnic Discrimination Score
Time Frame: Survey responses collected within 30 minutes after completing the Second Cyberball Sequence and score calculated during data analysis]
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The sum of response scores for the Recent Discrimination (a) and Ethnic Discrimination (b) subscale items of the "General Ethnic Discrimination Scale"provides the frequency of recent discrimination experience and includes a manipulation check for the validity of the recent Cyberball condition Recent Discrimination is calculated as the sum of responses to all (a) items ranging from a choice of 1 for "never" to 6 for "almost all the time.
A summed minimum score of 18 corresponds to no lifetime discrimination, and a summed maximum score of 108 corresponds to the most frequent experience of perceived lifetime discrimination.
Lifetime Discrimination is calculated as the sum of all (b) item responses ranging from a choice of 1 for "never" to 6 for "almost all the time.
A summed minimum score of 18 corresponds to no lifetime discrimination, and a summed maximum score of 108 corresponds to the most frequent experience of perceived lifetime discrimination.
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Survey responses collected within 30 minutes after completing the Second Cyberball Sequence and score calculated during data analysis]
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Recent and Lifetime Discrimination Stress Score
Time Frame: Survey responses collected within 30 minutes after completing the Second Cyberball Sequence and score calculated during data analysis
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The Cumulative response score from the Stress from Discrimination (c) items on the General Ethnic Discrimination Scale measures a person's perception of the stress of recent and lifetime unfair treatment due to a participant's racial/ethnic identity.
Participants are asked to respond to the statement "How stressful was this for you?" for each discrimination experience.
Response choices range from 1 for "not at all stressful" to 6 for "extremely stressful."
Discrimination Stress is calculated as the sum of all (c) items on the General Ethnic Discrimination (GED) scale, where a summed score of 17 indicates little to no stress, and 102 indicates the highest amount of stress experienced due to recent and lifetime discrimination experiences.
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Survey responses collected within 30 minutes after completing the Second Cyberball Sequence and score calculated during data analysis
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Relationship between salivary and serum immune responses
Time Frame: Samples used in assay are saliva collected at baseline (30 mins before) and 40 minutes after the first Cyberball sequence, and serum is purified from whole blood collected 30 minutes after the first and second Cyberball sequence.
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Multiplex enzyme-linked immunosorbent assays (ELISA) will allow assessment of the pg/mL concentration of inflammatory cytokines in saliva and serum.
These data will be used to calculate correlation coefficients that depict the magnitude and direction of the relationship between saliva and serum inflammatory cytokine concentration.
The cytokines to be measured are Interleukin-1 beta (IL-1β), Interleukin-6 (IL-6), Tumor Necrosis Factor-alpha (TNF-α, and c-Reactive Protein (CRP).
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Samples used in assay are saliva collected at baseline (30 mins before) and 40 minutes after the first Cyberball sequence, and serum is purified from whole blood collected 30 minutes after the first and second Cyberball sequence.
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Distribution and Quantity of Immune Cells in Whole blood
Time Frame: These data will be from whole blood samples collected 30 minutes after the first and 30 minutes after the second Cyberball sequence. The sequences are between 90 to 120 minutes apart separated by a washout period.
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To determine the quantity of each type of peripheral blood mononuclear cells (PBMCs) available after the different Cyberball sequences, the PBMCs will be sorted and quantified from whole blood collected 30 minutes after the first and 30 minutes after the second Cyberball sequence.
A Sony SH800 cell sorter is used to perform Fluorescence-Activated Cell Sorting (FACS) with appropriate antibodies to identify T cells (CD3+), B cells (CD19+), NK cells (CD56+), and monocytes (CD14+CD16-, CD14+CD16+) and counts provided of viable cells with the cell counter.
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These data will be from whole blood samples collected 30 minutes after the first and 30 minutes after the second Cyberball sequence. The sequences are between 90 to 120 minutes apart separated by a washout period.
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Stimulated PBMC Cytokine Release
Time Frame: PMBCs purified from whole blood collected collected 30 minutes after the first and 30 minutes after the second Cyberball sequence are compared at 0, 2, 24 and 26 hours after incubation in LPS
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Cellular Cytokine release from (PBMCs) purified from the participant's whole blood is assessed in the presence or absence of stimulation with lipopolysaccharide (LPS) toxin.
The LPS incubation time will vary in length, and ELISA will measure pg/ml concentration of IL-6, TNF-α, IL-1β, CRP
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PMBCs purified from whole blood collected collected 30 minutes after the first and 30 minutes after the second Cyberball sequence are compared at 0, 2, 24 and 26 hours after incubation in LPS
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Gene expression levels
Time Frame: PMBCs purified from whole blood collected collected 30 minutes after the first and 30 minutes after the second Cyberball sequence
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RNA expression counts and distribution will be measured in PBMCs purified from participant whole blood collected participants after completing the first and second Cyberball sequences (collection tines separated by up 2 hours)
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PMBCs purified from whole blood collected collected 30 minutes after the first and 30 minutes after the second Cyberball sequence
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Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Methylation Score
Time Frame: Methylsequencing of PMBCs purified from whole blood collected collected 30 minutes after the first and 30 minutes after the second Cyberball sequence
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The proportion of methylated to unmethylated cytosines at CpG sites around regulatory transcripts in the nuclear factor kappa-light-chain-enhancer of activated B cells (NF-κB) signaling pathway will be assessed in purified PBMCs
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Methylsequencing of PMBCs purified from whole blood collected collected 30 minutes after the first and 30 minutes after the second Cyberball sequence
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Magnitude of Race/Ethnic Residential Segregation (Dissimilarity Index)
Time Frame: Questionnaire responses to the zip code items are collected within first 30 minutes in the lab and Index calculated during data analysis
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The Dissimilarity Index or DI measures Race/Ethnic Residential Segregation.
We aim to measure the DI between non-Hispanic Black and non-Hispanic White, Hispanic and non-Hispanic White, and Hispanic and non-Hispanic Black populations.
Census tract data from the participant's childhood zip code will be used to calculate the three childhood dissimilarity indices.
The 2020 census tract data for the current zip code will be used in the equation for calculating this index.
The equation for the index is DI=100×0.5×
SUM(PxiPx-PyiPy) where Pxi and Pyi are the populations of groups x and y in census tract i, and Px and Py are the total populations of groups x and y in the overall geographic area.
The DI ranges from 0 to 100, with scores less than 30 indicating low segregation, 30-60 indicating moderate segregation, and greater than 60 indicating high segregation.
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Questionnaire responses to the zip code items are collected within first 30 minutes in the lab and Index calculated during data analysis
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Average Community Risk Protective Factors
Time Frame: Survey responses are collected within 30 minutes after completing the first Cyberball sequence and score calculated during data analysis
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"The Communities That Care Youth Survey" assesses Community risk and protective factors. Calculated average risk scores are based on responses to risk items, and calculated average protection scores are based on the protective items, with minimum and maximum average scores equaling 1 and 4, respectively. The average community risk is determined by calculating the average responses to items based on the five risk factors: Drug availability, norms for drug use, availability of handguns, neighborhood attachment, and community disorganization. A sample Community Risk item states:"If I wanted to get some marijuana, how easy would it be for me to get some?" response choices range from 1 for "Very hard to 4 for "Very easy." Average scores of less than 2 for the five factors indicate low community risk, and 3 or greater indicates high community risk. |
Survey responses are collected within 30 minutes after completing the first Cyberball sequence and score calculated during data analysis
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Average Community Protective Factors
Time Frame: Survey responses are collected within 30 minutes after completing the first Cyberball sequence and score calculated during data analysis
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"The Communities That Care Youth Survey" assesses Community risk and protective factors. Calculated average protective factors scores are based on responses to protective items, with minimum and maximum average scores equaling 1 and 4, respectively. The Average Community Protection is determined by calculating the average responses to items on two protective factors: Opportunities and Rewards for prosocial involvement. A sample Community Protective item states: "My neighborhood offers lots of opportunities to participate in positive activities." With response choices ranging from 1 for "Strongly disagree" to 4 for "Strongly agree" Average scores lower than 2 indicate low community protection and a score of 3 or greater indicates high community protective factors. |
Survey responses are collected within 30 minutes after completing the first Cyberball sequence and score calculated during data analysis
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Resilience
Time Frame: Survey responses are collected within 30 minutes after completing the second Cyberball sequence and the average response score calculated during data analysis
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The Brief Resilience Scale consists of six items that assess participants' resilience or buffer against stressful experiences.
A sample item states, "I tend to bounce back quickly after hard times," with response choices ranging from 1 for "Strongly Disagree" to 5 for "Strongly Agree."
The participant's Resilience Score is based on a calculated average of the response scores to the six items on the scale.
The minimum possible average score is 1, and the maximum is 6.
Scores below 3 indicate low resilience and scores above 4.31 indicate high resilience.
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Survey responses are collected within 30 minutes after completing the second Cyberball sequence and the average response score calculated during data analysis
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Frequency of recent stress
Time Frame: Survey responses are collected within 30 minutes after completing the first Cyberball sequence and Perceived Stress score calculated during data analysis
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The frequency of recent stress is calculated by summing the response scores on the ten-item "Perceived Stress Scale."
The response options for each feeling or thought indicate the frequency with which it occurred, ranging from 0 for "Never" to 4 for "Very Often."
Scores can be made by summing across all 10 items.
Scores can range from 0 to 40, with higher scores indicating greater stress.
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Survey responses are collected within 30 minutes after completing the first Cyberball sequence and Perceived Stress score calculated during data analysis
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Degree of Morbidity
Time Frame: Survey responses are collected within 30 minutes after completing the second Cyberball sequence and the sum of response scores calculated during data analysis
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The sum of response items on the "Comorbidity Questionnaire" provides a single measure of the magnitude of chronic medical conditions faced by participants. The questionnaire can have up to fifteen items with twelve listed illnesses and options for participants to list an additional three items. One point if given each is given for the presence of the condition, with an additional point for receiving treatment for the condition, and another if the condition affects daily function. The Degree of Morbidity is calculated by summing the responses to the three components for each listed illness. The minimum score that can be earned is 0, and the maximum score is 45, with higher scores indicating greater morbidity. |
Survey responses are collected within 30 minutes after completing the second Cyberball sequence and the sum of response scores calculated during data analysis
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Collaborators and Investigators
Sponsor
Investigators
- Principal Investigator: Sarah E Hill, PhD, Texas Christian University
- Principal Investigator: Ingrid K Tulloch, PhD, Morgan State University
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Estimated)
Study Completion (Estimated)
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
- 2407001
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
IPD Plan Description
IPD Sharing Time Frame
IPD Sharing Access Criteria
IPD Sharing Supporting Information Type
- STUDY_PROTOCOL
- SAP
- ICF
- ANALYTIC_CODE
- CSR
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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