NCT05517382

Brief Summary

The primary aim of this study is to design and develop a digital game that models the process of a safety planning intervention. To do so, the investigators will explore and better understand peer or student perceptions around potential warning signs, coping strategies, and seeking help among youth who may be at greater risk of suicide due to misuse of substances. Focus groups/interviews with adolescents, young adults, adults, and school-based behavioral health providers will be conducted. Findings will inform the development of a digital intervention to reduce the risk of suicide among adolescents who misuse substances. Once a prototype of the game is developed, play-test focus groups with adolescents, college-aged youth, and school-based mental health providers will be conducted to finalize the intervention. Once finalized, the investigators will conduct a pilot study with 60 adolescents aged 13-19 to assess user experience, acceptability and feasibility of the digital game.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
61

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Dec 2022

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

August 23, 2022

Completed
3 days until next milestone

First Posted

Study publicly available on registry

August 26, 2022

Completed
4 months until next milestone

Study Start

First participant enrolled

December 21, 2022

Completed
1 month until next milestone

Primary Completion

Last participant's last visit for primary outcome

February 2, 2023

Completed
3 months until next milestone

Study Completion

Last participant's last visit for all outcomes

May 11, 2023

Completed
11 months until next milestone

Results Posted

Study results publicly available

April 10, 2024

Completed
Last Updated

April 10, 2024

Status Verified

March 1, 2024

Enrollment Period

1 month

First QC Date

August 23, 2022

Results QC Date

February 7, 2024

Last Update Submit

March 14, 2024

Conditions

Outcome Measures

Primary Outcomes (5)

  • Measuring Usability at Post-Gameplay

    Participants will complete surveys through a secured, data management system (RedCap). The Usefulness, Satisfaction, and Ease of Use Questionnaire (USE) is a validated, 30-item scale, where responses to system usability are measured on a scale from 1-7 where 1= strongly disagree and 7= strongly agree. Total score and subscales range 1-7. Higher scores indicate higher game usability.

    Immediately after Gameplay, up to 30 minutes

  • Assessing the Digital Experience at Post-Gameplay

    Participants were asked about negative and positive aspects of the digital experience. Data presented here are the count of overall positive and negative statements taken from an open ended question asking participants to provide up to 3 positive and 3 negative aspects of the digital experience.

    Immediately after Gameplay, up to 30 minutes

  • Measuring User Experience at Post-Gameplay

    Participants will complete surveys through a secured data management system (RedCap). The User Engagement Scale-Short Form (UES-Short Form) is a validated, 12-item self report measure that assesses six domains of engagement where responses are measured on a 5-point likert scale where 1= strongly disagree and 5= strongly agree. Total score range 1-5.Higher scores indicate higher user engagement.

    Immediately after Gameplay, up to 30 minutes

  • Measuring Acceptability at Post-Gameplay

    Participants will complete surveys through a secured data management system (RedCap). The Acceptability of Intervention Measure (AIM) is a validated, 4-item self-report measure of perceived acceptability where responses are measured on a 5-point likert scale where 1 = completely disagree and 5= completely agree. Higher scores indicate higher intervention acceptability. Note: This measure was removed from the final questionnaire due to redundancy.

    Immediately after Gameplay, up to 30 minutes

  • Measuring Feasibility at Post-Gameplay

    Feasibility will be measured through observation. Participants will also answer qualitative questions (e.g. does the intervention work? can the intervention be implemented in schools?) that will be developed by the study team. These questions are not a part of a larger scale. Minimal protocol deviations (Successful completion of protocols and procedures and minimal amendments through IRB) indicate feasibility of the digital game intervention. Data presented here are the number of deviations by type.

    Immediately after Gameplay, up to 30 minutes

Secondary Outcomes (11)

  • Change From Baseline in Coping Strategies on Brief COPE Scale at Post-gameplay and 3-months

    Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.

  • Change From Baseline in Emotion Regulation at Post-gameplay and 3-months

    Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-months

  • Percentage of Adolescents Thriving Post-gameplay and 3-months.

    Immediately after Gameplay (up to 30 minutes), and at 3-Months.

  • Change From Baseline in Mindfulness at Post Gameplay and 3-months

    Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-months

  • Change From Baseline in Intentions to Use a Safety Approach at Post-gameplay and 3-months.

    Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.

  • +6 more secondary outcomes

Other Outcomes (1)

  • Change From Baseline in Suicide Risk at 3-months

    Baseline, and at 3-Months.

Study Arms (2)

supportED group

EXPERIMENTAL

Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.

Other: supportED

Control group

OTHER

Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.

Other: Control

Interventions

suicide prevention videogame

supportED group
ControlOTHER

non-health related videogame

Control group

Eligibility Criteria

Age13 Years - 19 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64)

You may qualify if:

  • attend a high school that has a school-based behavioral health provider
  • be fluent in reading English during the consent/assent process
  • be willing to sit for a single session to complete pre-/post-assessments, engage with the game (\~45min), and participate in a post-gameplay focus group (if in the experimental group) for 60min
  • provide assent and parental/guardian consent (if\<age 18).

You may not qualify if:

  • Any student who is actively suicidal and/or moderately severe to severely depressed will be flagged and immediately connected to the school-based provider on site.
  • If a student indicates moderately severe to severe symptoms of depression, student will be flagged and immediately connected to the school-based provider for a risk assessment and will follow appropriate school protocols. If student is cleared by the school-based provider, student may continue in the study and the school -based provider will follow up with student in two weeks.
  • If a student screens positive for suicide (but is not acutely suicidal), student will be flagged and immediately connected to school-based provider for a risk assessment and will follow appropriate school protocols. If student is cleared by school-based provider, student may continue in study and the school-based provider will follow up with student in two weeks.
  • If student is acutely suicidal, student will be flagged and immediately connected to school-based provider who will follow school protocol (e.g., contact 211, contact parent/guardian, etc.). They will be ineligible to participate in the study on this day. Student may not return to rescreen for participation for at least 2 weeks and only when they are no longer actively suicidal.
  • Rescreening: Participants will not have to repeat the questions related to static variables (such as demographics and past experiences), but the baseline assessment of dynamic variables will need to be repeated and meet eligibility requirements.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Yale

New Haven, Connecticut, 06519, United States

Location

MeSH Terms

Conditions

Suicide

Interventions

Palliative Care

Condition Hierarchy (Ancestors)

Self-Injurious BehaviorBehavioral SymptomsBehavior

Intervention Hierarchy (Ancestors)

Patient CareTherapeuticsHealth ServicesHealth Care Facilities Workforce and Services

Results Point of Contact

Title
Claudia-Santi Fernandes
Organization
Yale University

Study Officials

  • Claudia-Santi F Fernandes, Ed.D., LPC

    Yale University

    PRINCIPAL INVESTIGATOR

Publication Agreements

PI is Sponsor Employee
Yes

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
PREVENTION
Intervention Model
PARALLEL
Model Details: Eligible individuals will be assigned to either the 1) supportED group (n=30) or 2) control group (n=30).
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

August 23, 2022

First Posted

August 26, 2022

Study Start

December 21, 2022

Primary Completion

February 2, 2023

Study Completion

May 11, 2023

Last Updated

April 10, 2024

Results First Posted

April 10, 2024

Record last verified: 2024-03

Locations