A Digital Intervention to Prevent Initiation of Opioid Misuse in Adolescents in School-based Health Centers
2 other identifiers
interventional
33
1 country
1
Brief Summary
This study's specific aims were to: develop a digital intervention as a prevention intervention through focus groups with 40 youth; pilot-test the developed digital intervention with 30 adolescents, using methods from the investigator's prior research; develop implementation strategies and partners through focus groups with 50 School Based Health Alliance affiliates and 30 adolescents from an Advisory Council.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Mar 2021
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
September 27, 2019
CompletedFirst Posted
Study publicly available on registry
September 30, 2019
CompletedStudy Start
First participant enrolled
March 1, 2021
CompletedPrimary Completion
Last participant's last visit for primary outcome
August 31, 2021
CompletedStudy Completion
Last participant's last visit for all outcomes
August 31, 2021
CompletedResults Posted
Study results publicly available
July 8, 2022
CompletedJuly 8, 2022
June 1, 2022
6 months
September 27, 2019
January 26, 2022
June 15, 2022
Conditions
Outcome Measures
Primary Outcomes (6)
Knowledge Questions
Participants were asked 5 true/false knowledge questions pre/post gameplay.
Post Gameplay, up to 1 week
Perception of Risk of Harm
Participants were asked 5 perception of harm questions then asked to rate the questions on a 4-point scale (no risk to great risk). Change in perception of risk of harm pre/post gameplay was measured to assess this outcome.
Post Gameplay, up to 1 week
Gameplay Experience
Gameplay experience was assessed using 8 statements to be rated on a scale of 1-5 (1= Not at all, 5= A lot) such as "I was absorbed in this experience" and "I understood the stories in PlaySmart." Each item was assessed individually to assess gameplay experience.
Post Gameplay, up to 1 week
Beta Test a Storyline of PlaySmart Game
Each storyline was randomly tested by 4 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.
Post Gameplay, up to 1.5 hour
Beta Test PlaySmart Risk Sense Mini Game
Each level of the Risk Sense mini game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.
Post Gameplay, up to 1.5 hour
Beta Test PlaySmart Full Game: Character Development Focus
The PlaySmart Full Game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay focused on character development. Presented are counts of participants that successfully completed the task.
Post Gameplay, up to 1 week
Study Arms (9)
PlaySmart Full Game
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in the pilot testing of the adapted game. PlaySmart is a digital intervention targeted towards preventing opioid misuse in older adolescents.
Trading Wisdom Storyline
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player receives an opioid prescription from their dentist. This storyline includes information about safe use of opioids and the difference between use and misuse.
Lean on Me Storyline
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player is offered opioids at a party. This storyline includes information about different forms of opioids and their effects.
Tough Love Storyline
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player navigates supporting their partner struggling with opioid misuse. This storyline includes information about treatment and recovery resources for opioid misuse \& Opioid Use Disorder.
Grandma's Pills Storyline
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player witnesses the sharing of an opioid prescription within their family. This storyline includes information about medication safety and opioid overdose identification and response.
A Friend in Need Storyline
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player interacts with a friend that is in distress. This storyline includes information about how to navigate peer-to-peer support.
A New Direction Storyline
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player seeks out therapy as an option to manage stress. This storyline includes information about how to seek professional help for mental health.
Risk Sense All Levels
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in beta testing all levels of this PlaySmart mini game intended to increase perceived risk of harm of opioid misuse.
PlaySmart Full Game: Focus on Character Development
EXPERIMENTALAdolescents, boys and girls, aged 16-19 participated in the pilot testing of the adapted game. PlaySmart is a digital intervention targeted towards preventing opioid misuse in older adolescents. Participants in this arm focused on beta testing character development aspects throughout the game.
Interventions
Participants played the developed PlaySmart game over the course of a week.
Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Participants played through all levels of the PlaySmart Risk Sense mini-game during one 1-1.5 hour session.
Eligibility Criteria
You may qualify if:
- Adolescent participants must attend high school that has a school-based health center, to participate in pilot testing
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Yale Universitylead
- National Institute on Drug Abuse (NIDA)collaborator
Study Sites (1)
Yale School of Medicine
New Haven, Connecticut, 06519, United States
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Results Point of Contact
- Title
- Tyra Pendergrass Boomer, Deputy Director of Programs and Partnerships
- Organization
- play2PREVENT Lab, Yale Center for Health and Learning Games, Department of Internal Medicine
Study Officials
- PRINCIPAL INVESTIGATOR
Lynn E Fiellin, MD
Director, play2PREVENT Lab at Yale, Internal Medicine
Publication Agreements
- PI is Sponsor Employee
- No
- Restrictive Agreement
- No
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NON RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
September 27, 2019
First Posted
September 30, 2019
Study Start
March 1, 2021
Primary Completion
August 31, 2021
Study Completion
August 31, 2021
Last Updated
July 8, 2022
Results First Posted
July 8, 2022
Record last verified: 2022-06
Data Sharing
- IPD Sharing
- Will not share