Skip to content

Safety and Effectiveness Study: Role Playing Game for Friends and Family of Service Members

Safety and Effectiveness Study: Interactive Game-Based System for Psychological Health Education

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01807806
Acronym
RPG
Enrollment
65
Registered
2013-03-08
Start date
2013-03-31
Completion date
2013-07-31
Last updated
2017-05-05

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

Conditions

Communication

Keywords

veterans, military, families

Brief summary

This project is a partnership between Soar Technology, the University of Southern California (USC) Center for Innovation and Research on Veterans and Military Families (CIR) and the USC Creative Media and Behavioral Health Center (CM&BHC) to conduct a Safety and Effectiveness Study (SES) for an educational role-playing game developed by Soar Technology, Inc. The purpose of the intervention to be delivered by Soar Technology is to educate families and friends with the ultimate goal of empowering them to have a conversation with the veteran/service member about readjustment issues. The study will assess the safety and effectiveness of the provided game using personal interviews, play testing, and surveys. The game playing experience is hypothesized to be safe and effective with respect to having conversations with veterans/service members following deployment.

Detailed description

The intervention is a multi-scenario role playing simulation. Participants view the scenario and answer questions about what has been displayed as typical for post deployment service members. Participants receive immediate feedback with respect to expectations set by simulation developers.

Interventions

BEHAVIORALRole-playing game

Eligible participants will be invited to engage with a role-playing game for 30 minutes. The role play presents situations where a service member/veteran interacts with family or friends.

Sponsors

Soar Technology
CollaboratorUNKNOWN
Creative Media and Behavioral Health Center
CollaboratorUNKNOWN
USC Center for Innovation and Research on Veterans & Military Families
CollaboratorOTHER
University of Southern California
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 86 Years
Healthy volunteers
Yes

Inclusion criteria

* must be friend or family member to a military veteran or service member who experienced a deployment no earlier than 2007, or who are currently active and have recently returned from a deployment * be able to read English * be reachable via cell phone * age range 18-86 * daily access to the internet * have a personal email account for contact * experience with filling out online surveys, or online shopping, or social media, or playing digital games

Exclusion criteria

* no acute psychopathology based on PHQ-9 and VAS scores at baseline and VAS and PHQ-2 at pre-test * must not be active duty military personnel or a veteran at the time of the study * service member or self is not currently receiving treatment at VA or other mental health facility

Design outcomes

Primary

MeasureTime frameDescription
Change from Baseline in mental health status at one weekOne weekPatient Health Questionnaire (PHQ) Depression Scale

Secondary

MeasureTime frameDescription
Change from intervention in task-based motivation at one weekIntervention, one weekIntrinsic Motivation Inventory

Other

MeasureTime frameDescription
change from baseline to knowledge of best practices for post deployment conversations at one weekone weekA knowledge acquisition inventory of strategies for approaching service members with post deployment readjustment issues
Change in anxiety from immediately after the intervention to rating one week laterone weekvisual analogue scale

Countries

United States

Outcome results

None listed

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