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临床试验/NCT01608152
NCT01608152进行中(未招募)不适用

Using Game Mechanics to Improve Outcomes Among Stem Cell Transplant Survivors

M.D. Anderson Cancer Center1 个研究点 分布在 1 个国家目标入组 144 人开始时间: 2013年2月20日最近更新:
适应症

试验速览

阶段
不适用
状态
进行中(未招募)
入组人数
144
试验地点
1
主要终点
Feasibility of electronic game intervention

研究概览

简要总结

This trial collects feedback from patients to develop a video game in improving the outcomes in stem cell transplant survivors. A video game may help to improve health behaviors for leukemia or lymphoma patients after stem cell transplant.

详细描述

PRIMARY OBJECTIVES:

I. Develop a prototype intervention electronic game that implements a baseline testable feature set, including features for social networking within a virtual game space, managing an intermittent mediated reward cycle, goal setting and tracking, and collaborative problem solving.

II. Evaluate the technical merit, feasibility, user perception and acceptance of the prototype system with adolescents and young adults (AYAs) allogeneic hematopoietic stem cell transplantation (HSCTs) patients in recovery.

III. Based on the results of the prototype evaluation, enhance and complete development of the Stempowerment on-line intervention.

IV. This is a single arm study with no comparison group; therefore, the purpose is to evaluate the impact of the Stempowerment intervention on

研究设计

研究类型
Observational
观察模型
Cohort
时间视角
Prospective

入排标准

年龄范围
15 Years 至 39 Years(Child, Adult)
性别
All
接受健康志愿者

入选标准

  • The target population for this study will consist of:
  • Individuals ages 15-29
  • Able to read and speak English
  • Diagnosis of leukemia or lymphoma
  • First time allogeneic SCT recipient
  • The target population for this study will consist of:
  • Individuals ages 18-39 (in phase I, we recruited only individuals age 15-
  • For phase II, we will recruit young adults, and will expand the eligible age range up to 39 years. This expansion in age eligibility to 39 years is consistent with the National Cancer Institute definition of adolescents and young adults with cancer, and is consistent with the age range of patients seen at MD Anderson in the Adolescent and Young Adult Center.
  • Able to read and speak English
  • Diagnosis of leukemia or lymphoma (including Myelodysplastic Syndrome - MDS) or lymphoma
  • HSCT recipient

排除标准

  • The target population will be excluded if:
  • They do not speak English
  • They have vision problems
  • They have cognitive problems
  • They have psychological difficulties
  • The target population will be excluded if:
  • They do not speak English
  • They have vision problems that would preclude them from viewing a computer screen.
  • They have an intellectual deficiency that would prevent the potential participant from understanding information delivered on the computer platform or as defined by the DSM-V Diagnostic and Statistical Manual of Mental Disorders that would prevent them from understanding information delivered on the computer platform.

结局指标

主要结局

Feasibility of electronic game intervention

时间窗: 4 weeks

Primary feasibility benchmark based on responses to questions regarding users' perceptions of the technology. If 75% of respondents have a mean score reflecting positive responses (e.g., strongly agree or agree) to each of the 7 constructs related to users' perceptions, as described above, then feasibility benchmark met. Responses to open-ended questions analyzed qualitatively using Atlas.ti software. Responses to individual questions evaluated to look for common themes, and findings used to inform future development of the prototype.

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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