Clinical Trials Directory

Trials / Completed

CompletedNCT04109599

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
Phase
N/A
Study type
Interventional
Enrollment
33 (actual)
Sponsor
Yale University · Academic / Other
Sex
All
Age
16 Years – 19 Years
Healthy volunteers
Accepted

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.

Conditions

Interventions

TypeNameDescription
BEHAVIORALPlaySmartParticipants played the developed PlaySmart game over the course of a week.
BEHAVIORALPlaySmart StorylineParticipants played through one PlaySmart Storyline during one 1-1.5 hour session.
BEHAVIORALPlay Smart Mini-GameParticipants played through all levels of the PlaySmart Risk Sense mini-game during one 1-1.5 hour session.

Timeline

Start date
2021-03-01
Primary completion
2021-08-31
Completion
2021-08-31
First posted
2019-09-30
Last updated
2022-07-08
Results posted
2022-07-08

Locations

1 site across 1 country: United States

Source: ClinicalTrials.gov record NCT04109599. Inclusion in this directory is not an endorsement.