A Digital Game Targeting Suicide Prevention in Adolescents Who Report Substance Misuse
2 other identifiers
interventional
61
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Dec 2022
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
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
August 23, 2022
CompletedFirst Posted
Study publicly available on registry
August 26, 2022
CompletedStudy Start
First participant enrolled
December 21, 2022
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 2, 2023
CompletedStudy Completion
Last participant's last visit for all outcomes
May 11, 2023
CompletedResults Posted
Study results publicly available
April 10, 2024
CompletedApril 10, 2024
March 1, 2024
1 month
August 23, 2022
February 7, 2024
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
EXPERIMENTALParticipants 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.
Control group
OTHERParticipants 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.
Interventions
Eligibility Criteria
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
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Results Point of Contact
- Title
- Claudia-Santi Fernandes
- Organization
- Yale University
Study Officials
- PRINCIPAL INVESTIGATOR
Claudia-Santi F Fernandes, Ed.D., LPC
Yale University
Publication Agreements
- PI is Sponsor Employee
- Yes
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- 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