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A Digital Intervention to Prevent Initiation of Opioid Misuse in Adolescents in School-based Health Centers

A Digital Intervention to Prevent the Initiation of Opioid Misuse in Adolescents in School-based Health Centers

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04109599
Enrollment
33
Registered
2019-09-30
Start date
2021-03-01
Completion date
2021-08-31
Last updated
2022-07-08

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

Conditions

Opioid Misuse

Brief summary

This study's specific aims were to: develop a digital intervention as a prevention intervention through focus groups with 40 youth; pilot-test the developed digital intervention with 30 adolescents, using methods from the investigator's prior research; develop implementation strategies and partners through focus groups with 50 School Based Health Alliance affiliates and 30 adolescents from an Advisory Council.

Detailed description

Most opioid misuse begins during adolescence and young adulthood. Adolescence is the time to intervene with prevention interventions (i.e., interventions focused on adolescents who have not yet misused opioids) in settings like school-based health centers (HCs), yet few interventions exist that prevent initiation of opioid misuse. Serious videogame interventions can improve health behaviors. They meet adolescents where they are, and compared to standard interventions, they can reach large populations, with consistent fidelity, place limited demands on personnel/resources, and facilitate rapid sustainable distribution, all at a potentially lower cost. This study harnessed the power of videogame interventions and incorporated components of effective substance use prevention programs to develop an evidence-informed intervention to prevent the initiation of opioid misuse in adolescents. Building on our experience developing videogame interventions and in partnership with the national School-Based Health Alliance (SBHA), we developed and tested a new videogame intervention, PlaySmart. PlaySmart was built upon our PlayForward videogame intervention platform that has demonstrated efficacy in improving attitudes and knowledge related to risk behaviors. Through rigorous formative work and with input from adolescents, and our SBHA and game development partners, we created the PlaySmart videogame intervention. PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse. The gap in the research on preventing initiation of opioid misuse in youth and in implementing prevention programs with good fidelity needs to be urgently addressed given the high prevalence of adolescent opioid misuse and overdose. This research has the potential to create a videogame intervention to prevent initiation of opioid misuse with far-reaching and sustained impact on adolescents.

Interventions

BEHAVIORALPlaySmart

Participants played the developed PlaySmart game over the course of a week.

BEHAVIORALPlaySmart Storyline

Participants played through one PlaySmart Storyline during one 1-1.5 hour session.

BEHAVIORALPlay Smart Mini-Game

Participants played through all levels of the PlaySmart Risk Sense mini-game during one 1-1.5 hour session.

Sponsors

National Institute on Drug Abuse (NIDA)
CollaboratorNIH
Yale University
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
SINGLE_GROUP
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
16 Years to 19 Years
Healthy volunteers
Yes

Inclusion criteria

* Adolescent participants must attend high school that has a school-based health center, to participate in pilot testing

Exclusion criteria

* Failure to meet Inclusion Criteria

Design outcomes

Primary

MeasureTime frameDescription
Knowledge QuestionsPost Gameplay, up to 1 weekParticipants were asked 5 true/false knowledge questions pre/post gameplay.
Perception of Risk of HarmPost Gameplay, up to 1 weekParticipants were asked 5 perception of harm questions then asked to rate the questions on a 4-point scale (no risk to great risk). Change in perception of risk of harm pre/post gameplay was measured to assess this outcome.
Gameplay ExperiencePost Gameplay, up to 1 weekGameplay experience was assessed using 8 statements to be rated on a scale of 1-5 (1= Not at all, 5= A lot) such as I was absorbed in this experience and I understood the stories in PlaySmart. Each item was assessed individually to assess gameplay experience.
Beta Test a Storyline of PlaySmart GamePost Gameplay, up to 1.5 hourEach storyline was randomly tested by 4 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.
Beta Test PlaySmart Risk Sense Mini GamePost Gameplay, up to 1.5 hourEach level of the Risk Sense mini game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.
Beta Test PlaySmart Full Game: Character Development FocusPost Gameplay, up to 1 weekThe PlaySmart Full Game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay focused on character development. Presented are counts of participants that successfully completed the task.

Countries

United States

Participant flow

Participants by arm

ArmCount
Experimental: PlaySmart Full Game
Adolescents, boys and girls, aged 16-19 participated in the pilot testing of the adapted game. PlaySmart is a digital intervention targeted towards preventing opioid misuse in older adolescents.
3
Experimental: Trading Wisdom Storyline
Adolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player receives an opioid prescription from their dentist. This storyline includes information about safe use of opioids and the difference between use and misuse.
4
Experimental: Lean on Me Storyline
Adolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player is offered opioids at a party. This storyline includes information about different forms of opioids and their effects.
4
Experimental: Tough Love Storyline
Adolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player navigates supporting their partner struggling with opioid misuse. This storyline includes information about treatment and recovery resources for opioid misuse & Opioid Use Disorder.
4
Experimental: Grandma's Pills Storyline
Adolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player witnesses the sharing of an opioid prescription within their family. This storyline includes information about medication safety and opioid overdose identification and response.
4
Experimental: A Friend in Need Storyline
Adolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player interacts with a friend that is in distress. This storyline includes information about how to navigate peer-to-peer support.
4
Experimental: A New Direction Storyline
Adolescents, boys and girls, aged 16-19 participated in beta testing this PlaySmart storyline where the player seeks out therapy as an option to manage stress. This storyline includes information about how to seek professional help for mental health.
4
Experimental: Risk Sense All Levels
Adolescents, boys and girls, aged 16-19 participated in beta testing all levels of this PlaySmart mini game intended to increase perceived risk of harm of opioid misuse.
3
Experimental: PlaySmart Full Game: Focus on Character Development
Adolescents, boys and girls, aged 16-19 participated in the pilot testing of the adapted game. PlaySmart is a digital intervention targeted towards preventing opioid misuse in older adolescents. Participants in this arm focused on beta testing character development aspects throughout the game
3
Total33

Baseline characteristics

CharacteristicExperimental: A Friend in Need StorylineExperimental: Grandma's Pills StorylineExperimental: Tough Love StorylineExperimental: Lean on Me StorylineExperimental: PlaySmart Full GameExperimental: Trading Wisdom StorylineExperimental: A New Direction StorylineExperimental: Risk Sense All LevelsExperimental: PlaySmart Full Game: Focus on Character DevelopmentTotal
Age, Customized17.25 years16.5 years16.5 years16.5 years17 years17 years17 years16.6 years17 years16.8 years
Ethnicity (NIH/OMB)
Hispanic or Latino
2 Participants0 Participants0 Participants0 Participants0 Participants2 Participants0 Participants2 Participants0 Participants6 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
2 Participants4 Participants4 Participants4 Participants3 Participants2 Participants4 Participants1 Participants2 Participants26 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants1 Participants1 Participants
Knowledge Questions80 Percentage of Questions Correct
STANDARD_DEVIATION 0
80 Percentage of Questions Correct
STANDARD_DEVIATION 0
Perception of Risk of Harm Questions2.8 units on a scale2.8 units on a scale
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants0 Participants1 Participants0 Participants0 Participants0 Participants0 Participants0 Participants1 Participants2 Participants
Race (NIH/OMB)
Black or African American
2 Participants4 Participants1 Participants2 Participants3 Participants0 Participants1 Participants1 Participants0 Participants14 Participants
Race (NIH/OMB)
More than one race
0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants1 Participants0 Participants0 Participants1 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
2 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants2 Participants1 Participants5 Participants
Race (NIH/OMB)
White
0 Participants0 Participants2 Participants2 Participants0 Participants4 Participants2 Participants0 Participants1 Participants11 Participants
Region of Enrollment
United States
4 participants4 participants4 participants4 participants3 participants4 participants4 participants3 participants3 participants33 participants
Sex: Female, Male
Female
3 Participants3 Participants3 Participants1 Participants2 Participants3 Participants4 Participants1 Participants1 Participants21 Participants
Sex: Female, Male
Male
1 Participants1 Participants1 Participants3 Participants1 Participants1 Participants0 Participants2 Participants2 Participants12 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
EG003
affected / at risk
EG004
affected / at risk
EG005
affected / at risk
EG006
affected / at risk
EG007
affected / at risk
EG008
affected / at risk
deaths
Total, all-cause mortality
0 / 30 / 40 / 40 / 40 / 40 / 40 / 40 / 30 / 3
other
Total, other adverse events
0 / 30 / 40 / 40 / 40 / 40 / 40 / 40 / 30 / 3
serious
Total, serious adverse events
0 / 30 / 40 / 40 / 40 / 40 / 40 / 40 / 30 / 3

Outcome results

Primary

Beta Test a Storyline of PlaySmart Game

Each storyline was randomly tested by 4 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.

Time frame: Post Gameplay, up to 1.5 hour

Population: Included are participants who did not play the full game.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
PlaySmart Full GameBeta Test a Storyline of PlaySmart Game4 Participants
Lean on Me StorylineBeta Test a Storyline of PlaySmart Game4 Participants
Tough Love StorylineBeta Test a Storyline of PlaySmart Game4 Participants
Grandma's Pills StorylineBeta Test a Storyline of PlaySmart Game4 Participants
A Friend in Need StorylineBeta Test a Storyline of PlaySmart Game4 Participants
A New Direction StorylineBeta Test a Storyline of PlaySmart Game4 Participants
Primary

Beta Test PlaySmart Full Game: Character Development Focus

The PlaySmart Full Game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay focused on character development. Presented are counts of participants that successfully completed the task.

Time frame: Post Gameplay, up to 1 week

Population: 3 participants were randomly selected

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
PlaySmart Full GameBeta Test PlaySmart Full Game: Character Development Focus3 Participants
Primary

Beta Test PlaySmart Risk Sense Mini Game

Each level of the Risk Sense mini game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.

Time frame: Post Gameplay, up to 1.5 hour

Population: 3 participants were randomly selected

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
PlaySmart Full GameBeta Test PlaySmart Risk Sense Mini Game3 Participants
Primary

Gameplay Experience

Gameplay experience was assessed using 8 statements to be rated on a scale of 1-5 (1= Not at all, 5= A lot) such as I was absorbed in this experience and I understood the stories in PlaySmart. Each item was assessed individually to assess gameplay experience.

Time frame: Post Gameplay, up to 1 week

Population: Only 3 participants played the full game.

ArmMeasureGroupValue (MEAN)
PlaySmart Full GameGameplay ExperienceI felt like I was in control of the game.3.33 Rating on a Scale
PlaySmart Full GameGameplay ExperienceI felt frustrated while playing PlaySmart.2.67 Rating on a Scale
PlaySmart Full GameGameplay ExperienceI found PlaySmart confusing to use.2 Rating on a Scale
PlaySmart Full GameGameplay ExperienceI liked the art and design of PlaySmart.4.67 Rating on a Scale
PlaySmart Full GameGameplay ExperienceI understood the stories in PlaySmart.3 Rating on a Scale
PlaySmart Full GameGameplay ExperienceI was absorbed in the experience.3.33 Rating on a Scale
PlaySmart Full GameGameplay ExperiencePlaying PlaySmart was interesting.4 Rating on a Scale
PlaySmart Full GameGameplay ExperienceThis game helped me.3.67 Rating on a Scale
Primary

Knowledge Questions

Participants were asked 5 true/false knowledge questions pre/post gameplay.

Time frame: Post Gameplay, up to 1 week

Population: Only 3 participants played the full game.

ArmMeasureValue (MEAN)Dispersion
PlaySmart Full GameKnowledge Questions100 Percentage of Questions CorrectStandard Deviation 0
Primary

Perception of Risk of Harm

Participants were asked 5 perception of harm questions then asked to rate the questions on a 4-point scale (no risk to great risk). Change in perception of risk of harm pre/post gameplay was measured to assess this outcome.

Time frame: Post Gameplay, up to 1 week

Population: Only 3 participants played the full game

ArmMeasureValue (MEAN)
PlaySmart Full GamePerception of Risk of Harm1 score on a scale

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