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Development of a Video Game for the Improvement of Outcomes in Stem Cell Transplant Survivors

Using Game Mechanics to Improve Outcomes Among Stem Cell Transplant Survivors

Status
Active, not recruiting
Phases
Unknown
Study type
Observational
Source
ClinicalTrials.gov
Registry ID
NCT01608152
Enrollment
144
Registered
2012-05-30
Start date
2013-02-20
Completion date
2026-12-31
Last updated
2026-07-15

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

Conditions

Leukemia, Lymphoma

Keywords

Leukemia, Lymphoma, Game mechanics, Stem cell transplant survivors, Hematopoietic stem cell transplantation, HSCT, Internet-based, Interactive and personalized intervention, Questionnaires, Focus groups, Interviews

Brief summary

This trial collects feedback from patients to develop a video game in improving the outcomes in stem cell transplant survivors. A video game may help to improve health behaviors for leukemia or lymphoma patients after stem cell transplant.

Detailed description

PRIMARY OBJECTIVES: I. Develop a prototype intervention electronic game that implements a baseline testable feature set, including features for social networking within a virtual game space, managing an intermittent mediated reward cycle, goal setting and tracking, and collaborative problem solving. II. Evaluate the technical merit, feasibility, user perception and acceptance of the prototype system with adolescents and young adults (AYAs) allogeneic hematopoietic stem cell transplantation (HSCTs) patients in recovery. III. Based on the results of the prototype evaluation, enhance and complete development of the Stempowerment on-line intervention. IV. This is a single arm study with no comparison group; therefore, the purpose is to evaluate the impact of the Stempowerment intervention on OUTLINE: Patients are assigned to 1 of 2 groups. GROUP I: Patients attend a focus group for up to 1.5 hours and provide feedback on design elements, specific desirable features, and preferences for the initial prototype. GROUP II: Patients have access to the game for 3 weeks and then provide feedback on problems or questions regarding the use of the prototype.

Interventions

BEHAVIORALFocus Group

Attend a focus group

OTHERInternet-Based Intervention

Have access to the game

BEHAVIORALInterview

1 week after the 3-week period ends, interview conducted over the phone or at a clinic visit.

Sponsors

M.D. Anderson Cancer Center
Lead SponsorOTHER
National Cancer Institute (NCI)
CollaboratorNIH

Study design

Observational model
COHORT
Time perspective
PROSPECTIVE

Eligibility

Sex/Gender
ALL
Age
15 Years to 39 Years
Healthy volunteers
No

Inclusion criteria

Phase I The target population for this study will consist of: 1. Individuals ages 15-29 2. Able to read and speak English 3. Diagnosis of leukemia or lymphoma 4. First time allogeneic SCT recipient Phase II The target population for this study will consist of: 1. Individuals ages 18-39 (in phase I, we recruited only individuals age 15-29. For phase II, we will recruit young adults, and will expand the eligible age range up to 39 years. This expansion in age eligibility to 39 years is consistent with the National Cancer Institute definition of adolescents and young adults with cancer, and is consistent with the age range of patients seen at MD Anderson in the Adolescent and Young Adult Center. 2. Able to read and speak English 3. Diagnosis of leukemia or lymphoma (including Myelodysplastic Syndrome - MDS) or lymphoma 4. HSCT recipient

Exclusion criteria

Phase I The target population will be excluded if: 1. They do not speak English 2. They have vision problems 3. They have cognitive problems 4. They have psychological difficulties Phase II The target population will be excluded if: 1. They do not speak English 2. They have vision problems that would preclude them from viewing a computer screen. 3. They have an intellectual deficiency that would prevent the potential participant from understanding information delivered on the computer platform or as defined by the DSM-V Diagnostic and Statistical Manual of Mental Disorders that would prevent them from understanding information delivered on the computer platform.

Design outcomes

Primary

MeasureTime frameDescription
Feasibility of electronic game intervention4 weeksPrimary feasibility benchmark based on responses to questions regarding users' perceptions of the technology. If 75% of respondents have a mean score reflecting positive responses (e.g., strongly agree or agree) to each of the 7 constructs related to users' perceptions, as described above, then feasibility benchmark met. Responses to open-ended questions analyzed qualitatively using Atlas.ti software. Responses to individual questions evaluated to look for common themes, and findings used to inform future development of the prototype.

Countries

United States

Contacts

PRINCIPAL_INVESTIGATORSusan K Peterson

M.D. Anderson Cancer Center

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 16, 2026