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Evaluation of a Serious Game for Patients With Bipolar Disorder Involved in a Psychoeducation Group

Evaluation of a Serious Game for Patients With Bipolar Disorder Involved in a Psychoeducation Group

Status
Terminated
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02936466
Acronym
Bipolife
Enrollment
42
Registered
2016-10-18
Start date
2014-12-09
Completion date
2017-05-12
Last updated
2026-05-14

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

Conditions

Bipolar Disorders, Euthymic Status

Keywords

Psychiatry, Randomized controlled trial, Bipolar disorder, Serious game, Compliance, Psychoeducation

Brief summary

Bipolar disorder is a condition characterized by succession of episodes- manic, hypomanic, and depressive episodes. Major risks factors of relapses are poor compliance, sleep disorder, and toxics consumption. The aims of psychoeducation programs are to increase compliance and knowledge about bipolar disorder. Serious game are supposed, in bipolar disorder, to strengthen the efficacy of psychoeducation programs. Bipolife® is a serious game which purpose is to help bipolar patients to deal with their conditions, through 3 mains messages : to pursue the treatment, to have daily routine and to request the psychiatrist in case of relapse. This is a multicentric randomized controlled study with two harms parallels. After a classic psychoeducation group program, patients are randomized in two groups : interventional group and control group with treatment as usual. The main objective is to evaluate the observance in the two groups. The other objectives are to evaluate daily routine, global functioning, and access to health care. Evaluations are realized at one and four months after inclusion visit. Acceptability and satisfaction about the serious game Bipolife® will be assessed in the interventional group.

Detailed description

Bipolife® is a serious game for bipolar patients, developed by Astra Zeneca laboratory in collaboration with a french company named Ubisoft. The aim of this interactive tool is to help patient to have a better understanding of their condition and to identify their daily routine which can impact on it. Three visits : At the inclusion visit (V0), on the 15days following the end of the psychoeducation group, the investigator evaluate mood, habits, daily routine, and verify inclusion criteria of the participants, in particular euthymic status. The participants are randomized by bloc in each center, in two groups : interventional group (Bipolife®) and control group. Instructions on interventional group are to periodically connect to BIPOLIFE until next visit. On the first visit, one month later (V1) and on the second visit, four months later (V2), the investigator evaluate compliance, routine habits and mood.

Interventions

BEHAVIORALBipolife® group

The participant is proposed to play to the serious game Bipolife® with following instructions : * At least one connection per week during 4 weeks * Connection time is free On add on of usual treatment After the 4 weeks and the first visit (V1), the participant can continue to participate to the serious game as much as he wishes, without any specific instructions. After connecting to the site www.bipolar.ubi.com, the participant is proposed to create his avatar and conduct him on his house. He realizes different kind of daily actions (like sleeping, sport activity, cooking) ; every action lead to win or to loose "energy" and "mood" points. The final aim is to stabilize the avatar's mood. Thanks to this experience, the participant can learn to distinguish positive and negative actions impacting on his condition.

Sponsors

University Hospital, Montpellier
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* diagnosis of bipolar disorder according to the Diagnostic and Statistical Manual (DSM) IV * euthymic status at least since 3 months * participation to a psychoeducation group ending on the 15 last days * realized at less 50% of the sessions of psychoeducation group * free access to a computer with internet connection * signed informed consent

Exclusion criteria

* decline of participation * patient on protective measures (guardianship or trusteeship)

Design outcomes

Primary

MeasureTime frameDescription
Compliance rateAt 4 months after the inclusionEvaluation of patient compliance by Medication Adherence Rating Scale (MARS) score.

Secondary

MeasureTime frameDescription
Evolution of toxic consumptionBetween 1 and 4 months after the inclusionevaluation of toxic consumption : patient will be asked about his consumption, and to pass the french scale Cut-down, Annoyed, Guilty, Eye-opener (CAGE- DETA)
Evolution of sleep disturbanceBetween 1 and 4 months after the inclusionevaluation of sleep disturbance (by Pittsburgh Sleep Quality Index PSQI)
Evolution of the alimentationBetween 1 and 4 months after the inclusionevaluation of alimentation (patient will be asked about his alimentation)
Global functioningAt 1 and 4 months after the inclusionevaluation of global functioning is realized by the Functioning Assessment Short Test (FAST) scale.
Ability to access health care in emergency description : number of emergency consultation for psychiatric reasonAt 1 and 4 months after the inclusionevaluation of the ability to require to health care structures : Patients will be asked about their consultations and hospitalisations during the follow-up
acceptability and satisfactionAt 1 and 4 months after the inclusiononly on the "interventional group" : evaluation of the acceptability and satisfaction by a home made acceptability scale.

Countries

France

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: May 15, 2026