Neoplasms
Conditions
Keywords
Cancer, Video game, Adolescent, Young adult
Brief summary
The purpose of this study is to determine the effects of playing the interactive video game, Re-Mission, on patient outcomes, including adherence to medical treatment regimes, self-care behaviors, quality of life, stress, communication, control, and knowledge.
Detailed description
POPULATION: Approximately 340 patients will be enrolled in this study. Patients will be 13 to 29 years of age with any cancer (original diagnosis or relapse), currently receiving treatment and expected to be on treatment for at least 4 - 6 months following Baseline assessment, and able to communicate effectively in English, Spanish, or French. Approximately 170 patients will be enrolled in each of the two treatment groups. Each group will receive either the Re-Mission video game and a popular interactive video game, or just the popular interactive video game. DESIGN: This is a multi-center, randomized trial, with patients randomized to one of two groups. One group (50% of patients) will receive the active intervention, which is the psycho-educational video game module called Re-Mission and a popular video game (hereafter RE-MISSION) and another group (50 % of patients) will be in a game control group and receive a popular video game only (hereafter GAME CONTROL. The games in the RE-MISSION and GAME CONTROL groups are delivered on identical mini, personal computers (hereafter Mini-PC). INTERVENTION: Each patient in the RE-MISSION group will be asked to play Re-Mission along with the popular video game for at least one hour a week for a period of ten to fourteen weeks. Re-Mission presents a 3-D environment in which the player can manipulate a humanoid character inside the virtual body of a patient with cancer. Game-play consists of guiding the character to destroy cancer cells and other enemies in the body (e.g., bacteria) while avoiding injury or weakness. During the process of playing the game and guiding the character through a series of missions, the player learns about chemotherapy and other medical treatments, health-promoting self-care behaviors, infections, and pain management. In addition, the game has also been designed to facilitate the patient's ability to share knowledge and concerns with others. DURATION OF STUDY: 9 -12 months
Interventions
Sponsors
Study design
Eligibility
Inclusion criteria
1. Male or female patient 13 to 29 years of age with a cancer diagnosis. 2. Patient who is currently receiving treatment and is expected to remain on treatment for at least 4 - 6 months.
Exclusion criteria
1. Patient who has a history of seizures due to photosensitivity. 2. Patient who has been determined by the investigator to be incapable of following the study schedule or study directions for any reason. 3. Patient who can not communicate effectively with study personnel in English, Spanish, or French.
Design outcomes
Primary
| Measure | Time frame |
|---|---|
| Adherence | — |
| Self-efficacy | — |
| Quality of life | — |
Countries
Australia, Canada, United States