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Evaluation of a Motion-Activated Refusal-Skills Training Video Game for Prevention of Substance Use Disorder Relapse

Evaluation of a Motion-Activated Refusal-Skills Training Video Game for Prevention of Substance Use Disorder Relapse

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03957798
Enrollment
80
Registered
2019-05-21
Start date
2016-02-05
Completion date
2016-10-31
Last updated
2019-05-21

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

Conditions

Marijuana Usage, Opioid Use, Relapse

Brief summary

The project proposes to continue the development of an intervention for relapse prevention in the form of a professional quality video game which rewards drug-rejecting physical motions and spoken refusal phrases. Phase I research findings showed that youth in recovery experienced increased low craving levels, strong levels of satisfaction, and interest in attending treatment sessions where the intervention is available - an important outcome since failure to attend treatment is highly correlated with relapse. In Phase II, the investigators propose to modify and expand the prototype based on customer feedback from treatment centers, counselors and patients. The investigators will test the effectiveness of the motion and voice-controlled game in a randomized controlled trial of youths in treatment for opioid use disorder who have access to the game for a month. The investigators will measure the effect of gameplay on successful completion of detoxification/inpatient treatment and rates of linkage to next level of outpatient treatment. The investigators will also measure the effect of gameplay compared to treatment as usual (TAU) during a subsequent episode of outpatient treatment (following inpatient), on rates of treatment attendance, treatment retention, urine drug test results, substance use self-report, treatment alliance, drug craving, and treatment satisfaction.

Interventions

BEHAVIORALRecoveryWarrior 2.0

RecoveryWarrior 2.0 was developed for use with Microsoft Kinect running on a Windows personal computer. All games made use of whole-body motion detection and the same voice-recognition feature. Body motions included a variety of arm, leg, and whole-body movements to physically enact the motions of destroying or evading images of drugs and drug paraphernalia. Voice features consisted of recognition of the refusal phrase I'm Clean Players could say or shout I'm Clean in order to gain additional strength for their game play avatar. All game art was created in a hyperrealistic, idealized, heroic style.

Sponsors

Maryland Treatment Centers
CollaboratorUNKNOWN
George Washington University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Subject)

Eligibility

Sex/Gender
ALL
Age
15 Years to 25 Years
Healthy volunteers
No

Inclusion criteria

* attending the MMTC inpatient program for primarily opioid or marijuana use disorder treatment * ability to speak English

Exclusion criteria

* presence of a comorbid psychiatric condition that would make participation unsafe (eg, acute suicidality or unstable psychosis) * pregnancy (because of the physical exertion required to play the game)

Design outcomes

Primary

MeasureTime frameDescription
Change in cravingbaseline, discharge (up to 2 weeks from baseline), 4 week, 8 weekFor cravings, the 5-item Penn Alcohol Craving Scale was included at baseline, discharge, and postdischarge follow-up surveys, but modified to apply to marijuana and opioid use. It assessed the intensity of a participant's cravings (0=none at all to 6=very strong; sum of a maximum total of 30 points).
Change in self-efficacybaseline, discharge (up to 2 weeks from baseline), 4 week, 8 weekSelf-efficacy for refusal of drugs was measured using the Marijuana Resistance Self-Efficacy scale at baseline, discharge, and follow-up surveys. It used a 4-item, 4-point scale (1=very easy to 4=very hard) that asked participants how easy or hard it would be to refuse the drug if offered and explain why they did not want it, why they wanted to avoid the situation in the first place, and why they wanted to leave the situation. It was adapted so that there was a similar version for opioid use. Participants were only asked about the primary drug for which they enrolled in treatment (ie, marijuana or opioids).

Secondary

MeasureTime frameDescription
Refusal Skill4 weekRefusal skills were measured by asking participants if they agreed that they would use the phrase I'm Clean to refuse drugs (1=not agree to 5=highly agree), if they had used the phrase I'm Clean since discharge to refuse drugs, and if the phrase I'm Clean still rings in their head (not at all, less than once per week, a few times a week, or more often).
Abstinence of drug useBaseline, 4 week, 8 weekParticipants were asked about the primary drug that they were in treatment for. Opioid and marijuana use at follow-up was ascertained by self-report of any use in the past 7 and 30 days.

Other

MeasureTime frameDescription
Counselor Alliancedischarge (up to 2 weeks from baseline), 4 week, 8 weekTreatment rating was measured in three ways. First, it was measured with the Counselor Alliance Scale, which was taken from the Working Alliance Inventory, and used to measure treatment progress with the counselor at discharge, 4 weeks, and 8 weeks. The Counselor Alliance Scale uses 7-items and 7-points to measure how well participants believe counselors are working with them to improve their situation (1=never to 7=always).
Treatment Rating4 week, 8 weekThe treatment rating was also measured by asking participants about their satisfaction with inpatient care at the time of discharge and satisfaction with outpatient care at the 4-week and 8-week follow-up surveys.

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 22, 2026