Trial Outcomes & Findings for A Digital Intervention to Prevent Initiation of Opioid Misuse in Adolescents in School-based Health Centers (NCT NCT04109599)

NCT ID: NCT04109599

Last Updated: 2022-07-08

Results Overview

Participants were asked 5 true/false knowledge questions pre/post gameplay.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

33 participants

Primary outcome timeframe

Post Gameplay, up to 1 week

Results posted on

2022-07-08

Participant Flow

Participant milestones

Participant milestones
Measure
Experimental: 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.
Experimental: 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.
Experimental: 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.
Experimental: 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
Experimental: 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.
Experimental: 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.
Experimental: 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.
Experimental: 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.
Experimental: 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.
Overall Study
STARTED
3
4
4
4
4
4
4
3
3
Overall Study
COMPLETED
3
4
4
4
4
4
4
3
3
Overall Study
NOT COMPLETED
0
0
0
0
0
0
0
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

Knowledge questions included 5 true/false questions about opioid misuse. Only the "PlaySmart Full Game" arm (n=3) was asked knowledge questions at baseline and post gameplay. Qualitative focus group feedback was collected from all other arms.

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Experimental: PlaySmart Full Game
n=3 Participants
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.
Experimental: Trading Wisdom Storyline
n=4 Participants
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.
Experimental: Lean on Me Storyline
n=4 Participants
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.
Experimental: Tough Love Storyline
n=4 Participants
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.
Experimental: Grandma's Pills Storyline
n=4 Participants
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.
Experimental: A Friend in Need Storyline
n=4 Participants
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.
Experimental: A New Direction Storyline
n=4 Participants
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.
Experimental: Risk Sense All Levels
n=3 Participants
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.
Experimental: PlaySmart Full Game: Focus on Character Development
n=3 Participants
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
Total
n=33 Participants
Total of all reporting groups
Age, Customized
17 years
n=3 Participants
17 years
n=4 Participants
16.5 years
n=4 Participants
16.5 years
n=4 Participants
16.5 years
n=4 Participants
17.25 years
n=4 Participants
17 years
n=4 Participants
16.6 years
n=3 Participants
17 years
n=3 Participants
16.8 years
n=33 Participants
Sex: Female, Male
Female
2 Participants
n=3 Participants
3 Participants
n=4 Participants
1 Participants
n=4 Participants
3 Participants
n=4 Participants
3 Participants
n=4 Participants
3 Participants
n=4 Participants
4 Participants
n=4 Participants
1 Participants
n=3 Participants
1 Participants
n=3 Participants
21 Participants
n=33 Participants
Sex: Female, Male
Male
1 Participants
n=3 Participants
1 Participants
n=4 Participants
3 Participants
n=4 Participants
1 Participants
n=4 Participants
1 Participants
n=4 Participants
1 Participants
n=4 Participants
0 Participants
n=4 Participants
2 Participants
n=3 Participants
2 Participants
n=3 Participants
12 Participants
n=33 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
0 Participants
n=3 Participants
2 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
2 Participants
n=4 Participants
0 Participants
n=4 Participants
2 Participants
n=3 Participants
0 Participants
n=3 Participants
6 Participants
n=33 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
3 Participants
n=3 Participants
2 Participants
n=4 Participants
4 Participants
n=4 Participants
4 Participants
n=4 Participants
4 Participants
n=4 Participants
2 Participants
n=4 Participants
4 Participants
n=4 Participants
1 Participants
n=3 Participants
2 Participants
n=3 Participants
26 Participants
n=33 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=3 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=3 Participants
1 Participants
n=3 Participants
1 Participants
n=33 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=3 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=3 Participants
0 Participants
n=3 Participants
0 Participants
n=33 Participants
Race (NIH/OMB)
Asian
0 Participants
n=3 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
1 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=3 Participants
1 Participants
n=3 Participants
2 Participants
n=33 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=3 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=3 Participants
0 Participants
n=3 Participants
0 Participants
n=33 Participants
Race (NIH/OMB)
Black or African American
3 Participants
n=3 Participants
0 Participants
n=4 Participants
2 Participants
n=4 Participants
1 Participants
n=4 Participants
4 Participants
n=4 Participants
2 Participants
n=4 Participants
1 Participants
n=4 Participants
1 Participants
n=3 Participants
0 Participants
n=3 Participants
14 Participants
n=33 Participants
Race (NIH/OMB)
White
0 Participants
n=3 Participants
4 Participants
n=4 Participants
2 Participants
n=4 Participants
2 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
2 Participants
n=4 Participants
0 Participants
n=3 Participants
1 Participants
n=3 Participants
11 Participants
n=33 Participants
Race (NIH/OMB)
More than one race
0 Participants
n=3 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
1 Participants
n=4 Participants
0 Participants
n=3 Participants
0 Participants
n=3 Participants
1 Participants
n=33 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants
n=3 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
0 Participants
n=4 Participants
2 Participants
n=4 Participants
0 Participants
n=4 Participants
2 Participants
n=3 Participants
1 Participants
n=3 Participants
5 Participants
n=33 Participants
Region of Enrollment
United States
3 participants
n=3 Participants
4 participants
n=4 Participants
4 participants
n=4 Participants
4 participants
n=4 Participants
4 participants
n=4 Participants
4 participants
n=4 Participants
4 participants
n=4 Participants
3 participants
n=3 Participants
3 participants
n=3 Participants
33 participants
n=33 Participants
Knowledge Questions
80 Percentage of Questions Correct
STANDARD_DEVIATION 0 • n=3 Participants • Knowledge questions included 5 true/false questions about opioid misuse. Only the "PlaySmart Full Game" arm (n=3) was asked knowledge questions at baseline and post gameplay. Qualitative focus group feedback was collected from all other arms.
80 Percentage of Questions Correct
STANDARD_DEVIATION 0 • n=3 Participants • Knowledge questions included 5 true/false questions about opioid misuse. Only the "PlaySmart Full Game" arm (n=3) was asked knowledge questions at baseline and post gameplay. Qualitative focus group feedback was collected from all other arms.
Perception of Risk of Harm Questions
2.8 units on a scale
n=3 Participants • Participants were asked 5 perception of harm questions and then asked to rate the questions on a 4-point scale (no risk to great risk). Only the "PlaySmart Full Game" arm (n=3) was asked perception of risk of harm questions at baseline and post gameplay. Qualitative focus group feedback was collected from all other arms.
2.8 units on a scale
n=3 Participants • Participants were asked 5 perception of harm questions and then asked to rate the questions on a 4-point scale (no risk to great risk). Only the "PlaySmart Full Game" arm (n=3) was asked perception of risk of harm questions at baseline and post gameplay. Qualitative focus group feedback was collected from all other arms.

PRIMARY outcome

Timeframe: Post Gameplay, up to 1 week

Population: Only 3 participants played the full game.

Participants were asked 5 true/false knowledge questions pre/post gameplay.

Outcome measures

Outcome measures
Measure
PlaySmart Full Game
n=3 Participants
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. PlaySmart: Participants played the developed PlaySmart game over the course of a week.
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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Knowledge Questions
100 Percentage of Questions Correct
Standard Deviation 0

PRIMARY outcome

Timeframe: Post Gameplay, up to 1 week

Population: Only 3 participants played the full game

Participants were asked 5 perception of harm questions then asked to rate the questions on a 4-point scale (no risk to great risk). Change in perception of risk of harm pre/post gameplay was measured to assess this outcome.

Outcome measures

Outcome measures
Measure
PlaySmart Full Game
n=3 Participants
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. PlaySmart: Participants played the developed PlaySmart game over the course of a week.
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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Perception of Risk of Harm
1 score on a scale
Interval 0.0 to 3.0

PRIMARY outcome

Timeframe: Post Gameplay, up to 1 week

Population: Only 3 participants played the full game.

Gameplay experience was assessed using 8 statements to be rated on a scale of 1-5 (1= Not at all, 5= A lot) such as "I was absorbed in this experience" and "I understood the stories in PlaySmart." Each item was assessed individually to assess gameplay experience.

Outcome measures

Outcome measures
Measure
PlaySmart Full Game
n=3 Participants
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. PlaySmart: Participants played the developed PlaySmart game over the course of a week.
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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Gameplay Experience
I felt like I was in control of the game.
3.33 Rating on a Scale
Interval 2.0 to 5.0
Gameplay Experience
I felt frustrated while playing PlaySmart.
2.67 Rating on a Scale
Interval 2.0 to 3.0
Gameplay Experience
I found PlaySmart confusing to use.
2 Rating on a Scale
Interval 2.0 to 2.0
Gameplay Experience
I liked the art and design of PlaySmart.
4.67 Rating on a Scale
Interval 4.0 to 5.0
Gameplay Experience
I understood the stories in PlaySmart.
3 Rating on a Scale
Interval 2.0 to 4.0
Gameplay Experience
I was absorbed in the experience.
3.33 Rating on a Scale
Interval 3.0 to 4.0
Gameplay Experience
Playing PlaySmart was interesting.
4 Rating on a Scale
Interval 4.0 to 4.0
Gameplay Experience
This game helped me.
3.67 Rating on a Scale
Interval 3.0 to 4.0

PRIMARY outcome

Timeframe: Post Gameplay, up to 1.5 hour

Population: Included are participants who did not play the full game.

Each storyline was randomly tested by 4 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.

Outcome measures

Outcome measures
Measure
PlaySmart Full Game
n=4 Participants
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. PlaySmart: Participants played the developed PlaySmart game over the course of a week.
Lean on Me Storyline
n=4 Participants
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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Tough Love Storyline
n=4 Participants
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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Grandma's Pills Storyline
n=4 Participants
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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
A Friend in Need Storyline
n=4 Participants
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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
A New Direction Storyline
n=4 Participants
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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Beta Test a Storyline of PlaySmart Game
4 Participants
4 Participants
4 Participants
4 Participants
4 Participants
4 Participants

PRIMARY outcome

Timeframe: Post Gameplay, up to 1.5 hour

Population: 3 participants were randomly selected

Each level of the Risk Sense mini game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task.

Outcome measures

Outcome measures
Measure
PlaySmart Full Game
n=3 Participants
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. PlaySmart: Participants played the developed PlaySmart game over the course of a week.
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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Beta Test PlaySmart Risk Sense Mini Game
3 Participants

PRIMARY outcome

Timeframe: Post Gameplay, up to 1 week

Population: 3 participants were randomly selected

The PlaySmart Full Game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay focused on character development. Presented are counts of participants that successfully completed the task.

Outcome measures

Outcome measures
Measure
PlaySmart Full Game
n=3 Participants
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. PlaySmart: Participants played the developed PlaySmart game over the course of a week.
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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: 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. PlaySmart Storyline: Participants played through one PlaySmart Storyline during one 1-1.5 hour session.
Beta Test PlaySmart Full Game: Character Development Focus
3 Participants

Adverse Events

PlaySmart Full Game

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Trading Wisdom Storyline

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Lean on Me Storyline

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Tough Love Storyline

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Grandma's Pills Storyline

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

A Friend in Need Storyline

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

A New Direction Storyline

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Risk Sense All Levels

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

PlaySmart Full Game: Focus on Character Development

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Tyra Pendergrass Boomer, Deputy Director of Programs and Partnerships

play2PREVENT Lab, Yale Center for Health and Learning Games, Department of Internal Medicine

Phone: +1 (203) 737-6101

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place