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Evaluation of a Video Game for Adolescents and Young Adults With Cancer

Multi-site Evaluation of a Video Game for Adolescents and Young Adults With Cancer

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT00425139
Enrollment
375
Registered
2007-01-22
Start date
2004-10-31
Completion date
2005-11-30
Last updated
2015-03-20

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

Conditions

Neoplasms

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

BEHAVIORALRe-Mission

Sponsors

HopeLab Foundation
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
13 Years to 29 Years
Healthy volunteers
No

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

MeasureTime frame
Adherence
Self-efficacy
Quality of life

Countries

Australia, Canada, United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026