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临床试验/NCT02415764
NCT02415764已完成1 期

OnTrack>An Online Role-Playing Game: A Small Business Innovation Research (SBIR) Grant

Center for Social Innovation, Massachusetts3 个研究点 分布在 1 个国家目标入组 19 人开始时间: 2015年6月1日最近更新:
适应症

试验速览

阶段
1 期
状态
已完成
发起方
入组人数
19
试验地点
3
主要终点
Changes in attitudes toward recovery

研究概览

简要总结

Our team will develop a prototype game (OnTrack>The Game) in which users play the role of a person who has experienced First Episode Psychosis and move through animated role-playing scenarios, learning practical tips for engaging in care, playing mini-games to develop self- advocacy skills, and seeing stories of hope and recovery (brief video vignettes). The game is designed in an engaging comic book style in which the player is presented with realistic situations designed to promote engagement and the development of trusting relationships.

Following development of the prototype, the investigators will conduct a pilot study to develop preliminary data to determine feasibility of a large-scale Phase 2 effectiveness study. This pilot study aims to demonstrate proof of concept for OnTrack>The Game. The investigators will recruit a sample of patients/consumers (n=25) from OnTrackNY sites that offer services for those experiencing their first psychotic episode. Quantitative data will be collected through baseline and follow up surveys that utilize instruments to measure knowledge and attitudes about recovery, perceptions of stigma, feelings of empowerment and sense of hopefulness. The investigators will also conduct semi-structured interviews with a subset of participants to explore engagement in treatment and attitudes toward the game.

详细描述

In light of research supporting early first episode psychosis (FEP) intervention models as well as the efficacy of video gaming to engage young people with FEP in treatment, the connection between the two needs to be explored. A gaming tool for first-episode psychosis has the potential to improve patient care; and, decrease stigma associated with schizophrenia.

Hypothesis:

The investigators hypothesize that Phase 1 of this study will demonstrate that the videogame is comprehensible, engaging and easy to maneuver. The investigators hypothesize that the results from the pilot study will suggest that this technologically innovative tool has potential to enhance positive outcomes of research-tested interventions, such as OnTrackNY, for individuals with FEP.

Approach:

Our team will develop a prototype game (OnTrack>The Game) in which users play the role of a person who has experienced FEP and move through animated role-playing scenarios, learning practical tips for engaging in care, playing mini-games to develop self- advocacy skills, and seeing stories of hope and recovery (brief video vignettes). The game is designed in an engaging comic book style in which the player is presented with realistic situations designed to promote engagement and the development of trusting relationships.

研究设计

研究类型
Interventional
分配方式
Na
干预模型
Single Group
主要目的
Health Services Research
盲法
None

入排标准

年龄范围
18 Years 至 30 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • (Consumers):
  • 18 - 30 years of age;
  • have experienced a first episode of psychosis;
  • have been referred to OnTrack New York in the past 12 months;
  • are willing to complete study requirements; and
  • provides informed consent

排除标准

  • (Consumers):
  • non-English speaker;
  • not clinically stable (at risk of self harming or others, and/or experiencing elevated symptoms) and incapable of providing informed consent

结局指标

主要结局

Changes in attitudes toward recovery

时间窗: Pre and post game play; timeframe: Months 9 and 10 (weeks 36 and 40)

The Herth Hope Index (HHI) will be employed to assess hope in adults immediately before (Month 9; week 36) and 2 weeks (Month 10; week 40) following game play. The instrument is a 12-item survey adapted from the Herth Hope Scale (HHS) (Herth, 1992). The Recovery Attitudes Questionnaire (RAQ-16) will also be used, which helps consumers identify and think about their beliefs and attitudes toward recovery. The instrument is a 16-item survey that will be employed immediately before (week 36) and 2 weeks after game play (week 40) (Borkin et al, 2000).

次要结局

  • Increased engagement in treatment(Post game play; timeframe: Month 10 (week 40))
  • Attitudes toward the game(Post game play; timeframe: Month 10 (week 40))
  • Sense of stigma and empowerment(Month 10 (week 40))

研究者

发起方
Center for Social Innovation, Massachusetts
申办方类型
Other
责任方
Sponsor

研究点 (3)

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