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

NCT ID: NCT04109599

Last Updated: 2022-07-08

Study Results

Results available

Outcome measurements, participant flow, baseline characteristics, and adverse events have been published for this study.

View full results

Basic Information

Get a concise snapshot of the trial, including recruitment status, study phase, enrollment targets, and key timeline milestones.

Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

33 participants

Study Classification

INTERVENTIONAL

Study Start Date

2021-03-01

Study Completion Date

2021-08-31

Brief Summary

Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.

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

Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.

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

See the medical conditions and disease areas that this research is targeting or investigating.

Opioid Misuse

Study Design

Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.

Allocation Method

NON_RANDOMIZED

Intervention Model

SINGLE_GROUP

Primary Study Purpose

PREVENTION

Blinding Strategy

NONE

Study Groups

Review each arm or cohort in the study, along with the interventions and objectives associated with them.

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.

Group Type EXPERIMENTAL

PlaySmart

Intervention Type BEHAVIORAL

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

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.

Group Type EXPERIMENTAL

PlaySmart Storyline

Intervention Type BEHAVIORAL

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

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.

Group Type EXPERIMENTAL

PlaySmart Storyline

Intervention Type BEHAVIORAL

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

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.

Group Type EXPERIMENTAL

PlaySmart Storyline

Intervention Type BEHAVIORAL

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

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.

Group Type EXPERIMENTAL

PlaySmart Storyline

Intervention Type BEHAVIORAL

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

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.

Group Type EXPERIMENTAL

PlaySmart Storyline

Intervention Type BEHAVIORAL

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

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.

Group Type EXPERIMENTAL

PlaySmart Storyline

Intervention Type BEHAVIORAL

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

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.

Group Type EXPERIMENTAL

Play Smart Mini-Game

Intervention Type BEHAVIORAL

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

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.

Group Type EXPERIMENTAL

PlaySmart

Intervention Type BEHAVIORAL

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

Interventions

Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.

PlaySmart

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

Intervention Type BEHAVIORAL

PlaySmart Storyline

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

Intervention Type BEHAVIORAL

Play Smart Mini-Game

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

Intervention Type BEHAVIORAL

Eligibility Criteria

Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.

Inclusion Criteria

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

16 Years

Maximum Eligible Age

19 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

Meet the organizations funding or collaborating on the study and learn about their roles.

National Institute on Drug Abuse (NIDA)

NIH

Sponsor Role collaborator

Yale University

OTHER

Sponsor Role lead

Responsible Party

Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.

Responsibility Role SPONSOR

Principal Investigators

Learn about the lead researchers overseeing the trial and their institutional affiliations.

Lynn E Fiellin, MD

Role: PRINCIPAL_INVESTIGATOR

Director, play2PREVENT Lab at Yale, Internal Medicine

Locations

Explore where the study is taking place and check the recruitment status at each participating site.

Yale School of Medicine

New Haven, Connecticut, United States

Site Status

Countries

Review the countries where the study has at least one active or historical site.

United States

Provided Documents

Download supplemental materials such as informed consent forms, study protocols, or participant manuals.

Document Type: Study Protocol and Statistical Analysis Plan

View Document

Document Type: Informed Consent Form

View Document

Other Identifiers

Review additional registry numbers or institutional identifiers associated with this trial.

1UG3DA050251-01

Identifier Type: NIH

Identifier Source: secondary_id

View Link

2000026247

Identifier Type: -

Identifier Source: org_study_id

More Related Trials

Additional clinical trials that may be relevant based on similarity analysis.

Cognitive Stimulation in Adolescents
NCT01948674 COMPLETED PHASE2