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Narrative-based Card Game in Improving Spiritual Well-being Among Chinese Childhood Cancer Patients

Narrative-based Card Game (NCG) in Improving Spiritual Well-being, Enhancing Hope, Decreasing Psychological Symptoms, and Promoting Quality of Life Among Chinese Childhood Cancer Patients: A Pilot Randomized Controlled Trial

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05639062
Enrollment
60
Registered
2022-12-06
Start date
2023-01-01
Completion date
2024-01-01
Last updated
2022-12-06

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

Conditions

Pediatric Cancer

Keywords

spiritual well-being, intervention, childhood cancer patients

Brief summary

Cancer as a life-threatening disease can trigger children's unique spiritual needs. Unmet spiritual needs can cause low level of spiritual well-being, which is a central component for the overall quality of life (QoL) of cancer patients and was inversely associated with depressive symptoms, anxiety and a low level of hope. However, there has been no intervention focused on improving spiritual well-being among childhood cancer patients. Evidence from adult cancer patients suggests that narrative intervention can effectively address spiritual needs and improve spiritual well-being, while playing card game can combine an emotionally sensitive topic with an enjoyable activity, providing insight into the development of narrative-based card games for childhood cancer patients. The first objective of this pilot study is to assess the feasibility of narrative-based card game among Chinese childhood cancer patients. The second objective is to evaluate the preliminary effects of narrative-based card game intervention on spiritual well-being, hope, anxiety, depressive symptoms, and QoL of childhood cancer patients at postintervention and at 1-, and 3-month follow-up postintervention.

Detailed description

A pilot randomized controlled trial will be carried out. A convenience sample of 60 children with cancer will be recruited. Subjects who are randomized into the experimental group which will participate the narrative-based card game or into the control group which will play a PUKE card game only for entertainment purpose, that mimics the time and attention of the intervention. Feasibility measures (i.e., the eligibility rate, consent rate, randomization rate etc.) will be collected immediately after the completion of the intervention. Also, all subjects will be asked to complete structured questionnaires to assess their spiritual well-being, hope, anxiety, depressive symptoms, and QoL at postintervention and at 1-, and 3-month follow-up postintervention.

Interventions

BEHAVIORALNarrative-based card game

This intervention aims to evaluate the preliminary effects of narrative-based card game intervention on spiritual well-being, hope, anxiety, depressive symptoms, and QoL of childhood cancer patients at postintervention and at 1-, and 3-month follow-up postintervention.

Sponsors

The Hong Kong Polytechnic University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
12 Years to 17 Years
Healthy volunteers
No

Inclusion criteria

(1) age 12-17 old (2) diagnosed with any type of cancer and currently undergoing active treatment (3) knowing about their cancer diagnosis, and (4) able to communicate with Chinese. \-

Exclusion criteria

(1) those with identified cognitive and/or behavioural problems which affected their verbal communication; (2) those with advanced cancer, including nonresponsive to treatment, stage IV solid tumor that had recurred or progressed as defined, or physician estimated poor prognosis of \<60%. \-

Design outcomes

Primary

MeasureTime frameDescription
Adverse eventspost-intervention, 1-month, 3-month follow upsUnfavorable or unintended events during the study period that were not present at baseline or appear to have worsened since baseline.
The length of recruitmentbaselineThe time used for subject recruitment
Eligibility ratebaselineThe number of eligible childhood cancer patients divided by the number of childhood cancer patients screened prior to eligibility assessment
Consent ratebaselineThe number of eligible childhood cancer patients who agree to participate divided by the number of eligible childhood cancer patients
Randomization ratebaselineThe number of participants who are randomized divided by the number of consenting children
Attendance ratepost-interventionThe number of participants in the experimental group who complete the intervention divided by the number of participants randomized into the group
Retention ratepost-intervention, and 1-month, 3- month follow upsThe number of participants who remain in the study divided by the number of participants randomized. Retention rate will be calculated at baseline and follow ups.
Completion ratepost-intervention, and 1-month, 3-month follow upsThe number of participants who complete the questionnaire divided by the number of questionnaires distributed.
Missing datapost-intervention, 1-month, 3- month follow upsThe percentage of missing data.

Secondary

MeasureTime frameDescription
The Chinese version of adapted Functional Assessment of Chronic Illness Therapy Spiritual Well-being Scale at 3 months follow-upat 3-months follow-upAssessing the spiritual well-being of participants, the score for the Chinese version of adapted Functional Assessment of Chronic Illness Therapy Spiritual Well-being Scale is 0-60, with higher scaores indicating higher spiritual well-being

Countries

Hong Kong

Outcome results

None listed

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