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An Escape Room Intervention to Help Improve Breast Cancer Patients' Ability to Navigate Online Access to Nutrition Information

Escape Room: A Gamified Approach to Learning About Cancer Nutrition Information

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06193070
Enrollment
45
Registered
2024-01-05
Start date
2024-03-07
Completion date
2024-06-22
Last updated
2024-12-27

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

Conditions

Anatomic Stage I Breast Cancer AJCC v8, Anatomic Stage II Breast Cancer AJCC v8, Anatomic Stage III Breast Cancer AJCC v8

Brief summary

This clinical trial evaluates an educational escape room intervention for improving awareness of and concern about breast cancer misinformation and reducing vulnerability to believing cancer misinformation among patients with stage I-III breast cancer. Misinformation, or communication about health information that is inaccurate or false, can have serious health consequences for those that believe it. The rise of the access to and use of various sources of information on the internet such as websites and social media has caused the spread of misinformation and disinformation to grow rapidly, resulting in negative consequences on health outcomes. Cancer misinformation, in particular, has become an increasingly prevalent issue that poses a real threat to the many cancer patients in the United States. The educational escape room intervention is a game designed to teach participants how to discern whether cancer nutrition information is accurate or may potentially be misinformation. Participants are immersed in the narrative while solving puzzles to learn key themes such as the need to talk to their doctors, looking for scientific studies, as well as avoiding fads and trends, miracle cures, anecdotal evidence, and targeted and clickbait ads.

Detailed description

OUTLINE: Patients complete a baseline before playing the virtual cancer nutrition information escape room game. Patients then play the virtual misinformation escape room game consisting of 5 puzzles and a final task over 30-45 minutes on study. Following the escape room game, patients complete a post-game survey and debrief interview (15 minutes).

Interventions

OTHEREducational Intervention

Play virtual misinformation escape room game

OTHERInterview

Ancillary studies

OTHERSurvey Administration

Ancillary studies

OTHERTelemedicine

Play virtual misinformation escape room game

Sponsors

National Cancer Institute (NCI)
CollaboratorNIH
Fred Hutchinson Cancer Center
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Eligibility

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

Inclusion criteria

* Age 18 years of age or older * English speaking * Able to provide informed consent * Have access to a computer (desktop or laptop) * Have been previously diagnosed with breast cancer (Stages I-III) and currently in active treatment for breast cancer

Design outcomes

Primary

MeasureTime frameDescription
Usability (System Usability Scale)Up to 1 weekUsability will be assessed using the System Usability Scale (SUS). The SUS is a reliable, 10-item measure 10-item scale, scored on a 5-point Likert scale (1=strongly disagree; 5=strongly agree), with previously reported excellent internal reliability (Cronbach's α = 0.91). Total scores on the SUS range from 0-100, with higher scores indicating greater usability.
Percentage of Patients Who Complete Game Sessions (Feasibility)Up to 1 weekThe percentage of patients who complete the game.
Satisfaction (Acceptability)Up to 1 weekWill be assessed using a Likert-type question to assess satisfaction with the game (1 = not at all satisfied, 10 = very satisfied)
Likelihood to Recommend the Game to Someone Else (Acceptability)Up to 1 weekWill be assessed using a Likert-type question to assess likelihood to recommend the game to someone else (1 = not at all likely, 5 = very likely).
Percentage of Participants Accrued to the Study (Feasibility)At enrollmentThe percentage of patients who accrue to the study among those who are eligible and approached.

Secondary

MeasureTime frameDescription
Concern About Misinformation and Confidence in Identifying MisinformationUp to 1 weekWill be assessed using our 4-item scale in which patients indicate degree to which they agree with statements using a 5-point Likert scale (1=strongly disagree, 5=strongly agree). Items asked participants to rate the degree to which they agree with the following: (1) I am more worried about accidentally believing misinformation, (2) I am more worried about accidentally sharing misinformation online, (3) I am more concerned about misinformation in society, and (4) I feel more confident in my ability to identify misinformation).
Cancer Nutrition Information BeliefsAt baseline and up to 1 weekWill be assessed using a 15-item checklist of common cancer nutrition misinformation and credible nutrition advice, using a 5-point Likert Scale (1=definitely false, 5 = definitely true). Data reported as an average score at both pre-intervention (pre-game score) and post-intervention (post-game score).
Types of Online InformationAt baselineWill be assessed using a 6-item checklist that asks which resources participants or their family members have used to find nutrition information in the past 3 months (self-care/health and wellness book, telephone advice service, booklet/flyer shared by a health professional, internet forums, internet search, social media). Reported as count data of number of participants who endorsed one or more sources (self-care/health and wellness book, telephone advice service, booklet/flyer shared by a health professional, internet forums, internet search, social media).

Countries

United States

Participant flow

Participants by arm

ArmCount
Escape Room Game
Patients play the virtual misinformation escape room game consisting of 5 puzzles and a final task over 30-45 minutes on study. Educational Intervention: Play virtual misinformation escape room game Interview: Ancillary studies Survey Administration: Ancillary studies Telemedicine: Play virtual misinformation escape room game
43
Total43

Baseline characteristics

CharacteristicEscape Room Game
Age, Continuous52.2 years
STANDARD_DEVIATION 11.55
Ethnicity (NIH/OMB)
Hispanic or Latino
1 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
42 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
Race (NIH/OMB)
Asian
5 Participants
Race (NIH/OMB)
Black or African American
0 Participants
Race (NIH/OMB)
More than one race
2 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
Race (NIH/OMB)
Unknown or Not Reported
2 Participants
Race (NIH/OMB)
White
34 Participants
Region of Enrollment
United States
43 participants
Sex: Female, Male
Female
43 Participants
Sex: Female, Male
Male
0 Participants

Adverse events

Event typeEG000
affected / at risk
deaths
Total, all-cause mortality
0 / 45
other
Total, other adverse events
0 / 45
serious
Total, serious adverse events
0 / 45

Outcome results

Primary

Likelihood to Recommend the Game to Someone Else (Acceptability)

Will be assessed using a Likert-type question to assess likelihood to recommend the game to someone else (1 = not at all likely, 5 = very likely).

Time frame: Up to 1 week

ArmMeasureValue (MEAN)Dispersion
Escape Room GameLikelihood to Recommend the Game to Someone Else (Acceptability)3.1 units on a scaleStandard Deviation 1.31
Primary

Percentage of Participants Accrued to the Study (Feasibility)

The percentage of patients who accrue to the study among those who are eligible and approached.

Time frame: At enrollment

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Escape Room GamePercentage of Participants Accrued to the Study (Feasibility)45 Participants
Primary

Percentage of Patients Who Complete Game Sessions (Feasibility)

The percentage of patients who complete the game.

Time frame: Up to 1 week

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Escape Room GamePercentage of Patients Who Complete Game Sessions (Feasibility)43 Participants
Primary

Satisfaction (Acceptability)

Will be assessed using a Likert-type question to assess satisfaction with the game (1 = not at all satisfied, 10 = very satisfied)

Time frame: Up to 1 week

ArmMeasureValue (MEAN)Dispersion
Escape Room GameSatisfaction (Acceptability)6.8 units on a scaleStandard Deviation 2.34
Primary

Usability (System Usability Scale)

Usability will be assessed using the System Usability Scale (SUS). The SUS is a reliable, 10-item measure 10-item scale, scored on a 5-point Likert scale (1=strongly disagree; 5=strongly agree), with previously reported excellent internal reliability (Cronbach's α = 0.91). Total scores on the SUS range from 0-100, with higher scores indicating greater usability.

Time frame: Up to 1 week

ArmMeasureValue (MEAN)Dispersion
Escape Room GameUsability (System Usability Scale)59.3 score on a scaleStandard Deviation 19.7
Secondary

Cancer Nutrition Information Beliefs

Will be assessed using a 15-item checklist of common cancer nutrition misinformation and credible nutrition advice, using a 5-point Likert Scale (1=definitely false, 5 = definitely true). Data reported as an average score at both pre-intervention (pre-game score) and post-intervention (post-game score).

Time frame: At baseline and up to 1 week

ArmMeasureGroupValue (MEAN)Dispersion
Escape Room GameCancer Nutrition Information BeliefsPre-game score3.6 score on a scaleStandard Deviation 0.68
Escape Room GameCancer Nutrition Information BeliefsPost-game score3.8 score on a scaleStandard Deviation 0.73
Comparison: All participants were exposed to the intervention, and pre- and post-game scores within subject were examined.p-value: <0.001t-test, 1 sided
Secondary

Concern About Misinformation and Confidence in Identifying Misinformation

Will be assessed using our 4-item scale in which patients indicate degree to which they agree with statements using a 5-point Likert scale (1=strongly disagree, 5=strongly agree). Items asked participants to rate the degree to which they agree with the following: (1) I am more worried about accidentally believing misinformation, (2) I am more worried about accidentally sharing misinformation online, (3) I am more concerned about misinformation in society, and (4) I feel more confident in my ability to identify misinformation).

Time frame: Up to 1 week

ArmMeasureGroupValue (MEAN)Dispersion
Escape Room GameConcern About Misinformation and Confidence in Identifying Misinformation(1) I am more worried about accidentally believing misinformation.2.1 units on a scaleStandard Deviation 1.13
Escape Room GameConcern About Misinformation and Confidence in Identifying Misinformation(2) I am more worried about accidentally sharing misinformation online.2.0 units on a scaleStandard Deviation 1.18
Escape Room GameConcern About Misinformation and Confidence in Identifying Misinformation(3) I am more concerned about misinformation in society.3.7 units on a scaleStandard Deviation 1.24
Escape Room GameConcern About Misinformation and Confidence in Identifying Misinformation(4) I feel more confident in my ability to identify misinformation.3.6 units on a scaleStandard Deviation 0.98
Secondary

Types of Online Information

Will be assessed using a 6-item checklist that asks which resources participants or their family members have used to find nutrition information in the past 3 months (self-care/health and wellness book, telephone advice service, booklet/flyer shared by a health professional, internet forums, internet search, social media). Reported as count data of number of participants who endorsed one or more sources (self-care/health and wellness book, telephone advice service, booklet/flyer shared by a health professional, internet forums, internet search, social media).

Time frame: At baseline

ArmMeasureGroupValue (COUNT_OF_PARTICIPANTS)
Escape Room GameTypes of Online InformationSelf-care/Health and wellness book16 Participants
Escape Room GameTypes of Online InformationTelephone advice service1 Participants
Escape Room GameTypes of Online InformationBooklet/flyer shared by a health professional5 Participants
Escape Room GameTypes of Online InformationInternet forums7 Participants
Escape Room GameTypes of Online InformationInternet search30 Participants
Escape Room GameTypes of Online InformationSocial media14 Participants
Escape Room GameTypes of Online InformationNone of the above6 Participants

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