Escape Room: A Gamified Approach to Learning About Cancer Nutrition Information
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 45
- 试验地点
- 2
- 主要终点
- Percentage of Participants Accrued to the Study (Feasibility)
研究概览
简要总结
This clinical trial evaluates an educational escape room intervention for improving awareness of and concern about breast cancer misinformation and reducing vulnerability to believing cancer misinformation among patients with stage I-III breast cancer. Misinformation, or communication about health information that is inaccurate or false, can have serious health consequences for those that believe it. The rise of the access to and use of various sources of information on the internet such as websites and social media has caused the spread of misinformation and disinformation to grow rapidly, resulting in negative consequences on health outcomes. Cancer misinformation, in particular, has become an increasingly prevalent issue that poses a real threat to the many cancer patients in the United States. The educational escape room intervention is a game designed to teach participants how to discern whether cancer nutrition information is accurate or may potentially be misinformation. Participants are immersed in the narrative while solving puzzles to learn key themes such as the need to talk to their doctors, looking for scientific studies, as well as avoiding fads and trends, miracle cures, anecdotal evidence, and targeted and clickbait ads.
详细描述
OUTLINE:
Patients complete a baseline before playing the virtual cancer nutrition information escape room game. Patients then play the virtual misinformation escape room game consisting of 5 puzzles and a final task over 30-45 minutes on study. Following the escape room game, patients complete a post-game survey and debrief interview (15 minutes).
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Supportive Care
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •Age 18 years of age or older
- •English speaking
- •Able to provide informed consent
- •Have access to a computer (desktop or laptop)
- •Have been previously diagnosed with breast cancer (Stages I-III) and currently in active treatment for breast cancer
排除标准
- 未提供
结局指标
主要结局
Percentage of Participants Accrued to the Study (Feasibility)
时间窗: At enrollment
The percentage of patients who accrue to the study among those who are eligible and approached.
Percentage of Patients Who Complete Game Sessions (Feasibility)
时间窗: Up to 1 week
The percentage of patients who complete the game.
Satisfaction (Acceptability)
时间窗: Up to 1 week
Will be assessed using a Likert-type question to assess satisfaction with the game (1 = not at all satisfied, 10 = very satisfied)
Likelihood to Recommend the Game to Someone Else (Acceptability)
时间窗: Up to 1 week
Will be assessed using a Likert-type question to assess likelihood to recommend the game to someone else (1 = not at all likely, 5 = very likely).
Usability (System Usability Scale)
时间窗: Up to 1 week
Usability will be assessed using the System Usability Scale (SUS). The SUS is a reliable, 10-item measure 10-item scale, scored on a 5-point Likert scale (1=strongly disagree; 5=strongly agree), with previously reported excellent internal reliability (Cronbach's α = 0.91). Total scores on the SUS range from 0-100, with higher scores indicating greater usability.
次要结局
- Types of Online Information(At baseline)
- Concern About Misinformation and Confidence in Identifying Misinformation(Up to 1 week)
- Cancer Nutrition Information Beliefs(At baseline and up to 1 week)
研究者
Megan Shen
Associate Professor
Fred Hutchinson Cancer Center
