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A video game increasing cancer risk perception and information seeking behavior among young-adult college students

A video game promoting cancer risk perception and information seeking behavior among young-adult college students: a phase II randomized controlled trial

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
ISRCTN
Registry ID
ISRCTN15789289
Enrollment
220
Registered
2015-06-11
Start date
2011-09-01
Completion date
Unknown
Last updated
2016-10-17

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Cancer prevention Cancer

Interventions

The intervention being studied is a video game called "Re-Mission"TM (HopeLab, Redwood City, CA). The study involved 3 conditions: 1. An intervention group playing Re-Mission at high challenge (n=85)

Sponsors

University at Buffalo, the State University of New York (USA)
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: 1. Aged 18–40 years 2. Attending college 3. Consenting to play video games

Exclusion criteria

Exclusion criteria: Having a medical or mental condition that hindered the ability to play games or complete questionnaires

Design outcomes

Primary

MeasureTime frame
Information-seeking behavior. It was measured through self-report using a validated scale at baseline and at 10-day follow up.

Secondary

MeasureTime frame
Perceived severity of cancer and perceived susceptibility to cancer. They were measured through self-report using validated scales at baseline and immediate post-test.

Countries

United States of America

Outcome results

None listed

Source: ISRCTN (via WHO ICTRP) · Data processed: Mar 1, 2026