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Changamoto: a serious game for therapy adherence of youngsters in addiction care.

Changamoto: a serious game for therapy adherence of youngsters in addiction care. - Changamoto: therapy adherence game

Status
Unknown
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON41164
Enrollment
130
Registered
2014-05-14
Start date
Unknown
Completion date
Unknown
Last updated
2024-04-23

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

Conditions

verslaving addiction impuls control substance abuse

Interventions

The Changamoto app that we test in this study consists of two parts: a diary for the registration of triggers for cannabis use and a game in the form of a strategic battle between different types of

Sponsors

Technische Universiteit Delft
Lead Sponsor

Eligibility

Age
12 Years to 99 Years

Inclusion criteria

Inclusion criteria: Receives therapy for cannabis addiction as a primary problem by Brijder Addiction Care Age 12 - 24

Exclusion criteria

Exclusion criteria: No diagnosis of problematic gaming or gambling

Design outcomes

Primary

MeasureTime frame
The main dependent variable is therapy adherence which we measure by 3 parameters: 1) the amount of diary reports in the Changamoto diary, 2) therapists' quality ratings of the diary reports and 3) presence at face-to-face contacts. The amount of diary reports determines the sample size.

Secondary

MeasureTime frame
To explore how play stimulates therapy adherence, the Changamoto app collects statistics on play behavior such as scores, duration, and choices. The relation between these data and the parameters of therapy adherence will be analyzed.

Countries

Netherlands

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)