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临床试验/NCT02710019
NCT02710019已完成不适用

Back to Reality Series - Harry's Journey: A Video Game About Under Age

McMaster University1 个研究点 分布在 1 个国家目标入组 55 人开始时间: 2016年5月5日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
入组人数
55
试验地点
1
主要终点
Early Psychosis Literacy

研究概览

简要总结

The purpose of this pilot study is to explore whether the Back to Reality series of video games - Harry's Journey, Harry's Journal, and Pathways to care map - increase knowledge of the emotional, social, and psychiatric sequelae of problematic underage marijuana use among homeless and street involved youth. Additional objectives were to explore whether the video games promote awareness of the risk of psychosis associated with regular marijuana use among vulnerable youth.

详细描述

This project pilots the use of educational video games designed to help youth gain awareness of the risk of mental health issues associated with regular marijuana use. By playing the Back to Reality video games, youths may absorb knowledge about where and how to access community care for symptoms associated with psychosis and problematic cannabis use. The purpose of this study is to pilot test the use of the Back to Reality series at increasing awareness of the social and emotional implications of underage substance use.

This study explores the effects of the Back to Reality video games compared to control video games (no content about mental health and addiction). Street involved and homeless youth registered with Good Shepherd services between the ages of 16 and 19 years of age will be recruited. The results will be assessed using quantitative questionnaires and qualitative interviews. The data will be statistically analyzed for significant differences in knowledge about the risk of psychosis linked to marijuana use among vulnerable youth. The qualitative interview assesses the participants understanding and views of potential emotional, social, and psychiatric sequelae associated with excessive marijuana use during.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Other
盲法
None

入排标准

年龄范围
16 Years 至 19 Years(Child, Adult)
性别
All
接受健康志愿者
是

入选标准

  • •Homeless or street involved youth
  • •Registered at any of the Good Shepherd Hamilton Youth programs
  • •Male, female, or transgender youth from 16-19 years of age as of visit
  • •Outpatient status
  • •Each youth must understand the nature this study and sign informed consent

排除标准

  • •Youth judged by Good Shepherd staff to be at serious suicidal risk.
  • •Youth who are being discharged from Good Shepherd programming.
  • •Youth who are currently admitted in an in-patient unit at a hospital.
  • •Youth who scores 5 or more on the Video Game Playing Problems questionnaire (Teijeiro Salguero & Bersabé-Morán, 2002).
  • •Youth who do not have the capacity to provide informed consent.

研究组 & 干预措施

Psychoeducational video games

Experimental

Participants in this group will play the Back to Reality Series video games: (1) Harry's Journey which delivers experiential knowledge about psychosis and marijuana use; (2) Harry's Journal which challenges their understanding of 12 psychiatric symptoms associated with psychosis and (3) the PathwaysToCare Map which uses colourful 3D images and voice-overs to depict actual mental health and addictions services for youth available in Hamilton. These in

干预措施: Back to Reality Series Video Games (Other)

Control video game

Other

The control video game is a spelling/memory quiz involving with themes from pop culture. The control game will not provide any education about mental health and addictions issues It should be noted that all participants will play both sets of games during their initial and only visit. Participants are randomized to determine which game they will play first during this visit. This is not an RCT or a crossover design. There is no follow up or clinical assessments.

干预措施: Control Video Game (Other)

结局指标

主要结局

Early Psychosis Literacy

时间窗: 1.5 hour -Post video game playing

Assess for significant differences in the responses between randomized intervention (Back to Reality series) group versus a control game group with respect to Early Psychosis Literacy measure. Effect will be tested at a 2-sided α level of 0.05.

Psychosis and Cannabis Quiz

时间窗: 1.5 hour -Post video game playing

Assess for significant differences in the responses between randomized intervention (Back to Reality series) group versus a control game group with respect to Psychosis and Cannabis Quiz measure. Effect will be tested at a 2-sided α level of 0.05.

Video Game Frequency

时间窗: 1.5 hour -Post video game playing

Assess for significant differences in the responses between randomized intervention (Back to Reality series) group versus a control game group with respect to Video Game Frequency measure. Effect will be tested at a 2-sided α level of 0.05.

次要结局

未报告次要终点

研究者

申办方类型
Other
责任方
Sponsor

研究点 (1)

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