Videogame for the Prevention of Doping and Supplement Abuse in Teenage Athletes

NCT ID: NCT04203992

Last Updated: 2020-09-16

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

UNKNOWN

Clinical Phase

NA

Total Enrollment

284 participants

Study Classification

INTERVENTIONAL

Study Start Date

2020-11-30

Study Completion Date

2022-06-30

Brief Summary

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The purpose of this research is to test the effectiveness of an interactive doping education videogame among student athletes. Specifically, the game will teach athletes aged 13-16 years about the risks of doping and will foster the values, motivation, and behavioural skills needed to avoid temptation and pressure to dope. The investigators hypothesize that student athletes who play the intervention game will have lower use of banned substances and sport supplements, greater intentions to stay clean, and will also show improvements in the cognitive and motivational antecedents to doping when compared to a control condition.

Detailed Description

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284 student athletes will be enrolled in this two-arm quasi-experimental study. The participants will be boys and girls, aged 13 to 16 years who compete in any sport. Participants will be recruited and enrolled through partnerships with their school physical education and/or sport programs. Participants will complete baseline questionnaires assessing demographics, history of sport participation, and psychological variables related to doping prevention including knowledge, doping self-regulatory efficacy, motivation, attitudes, intentions, perceived norms, doping refusal, substance use behaviours, and doping related protective behaviours (e.g., checking the list of ingredients on medications). Participants will then be assigned to either an intervention group (n = 142; the doping videogame the investigators are developing) or a comparison group (n = 142). The comparison group will be given printed educational materials about doping education, developed by an accredited source (e.g., UNESCO). Assignment to the intervention or comparison group will be conducted at the level of the school to reduce the potential for contamination that could occur if intervention and comparison students were interacting in their school environment and sharing information they learned from the game. Participants from the intervention group will play five, 60-minute sessions over the course of one month (5 hours of total gameplay). Before the gameplay sessions begin, the Project Director and research assistants will orient the intervention group participants to the use of the intervention videogame. Players will be given a tutorial on an iPad demonstrating the mechanics of the game and how to use the iPad. Each player will have their own dedicated iPad that they will use during each game play session (this will be provided by the research team). Shortly after the last gameplay session is completed, participants from both groups will be asked to complete a questionnaire assessing the same psychological variables assessed at baseline as well as their gameplay experience. The psychological variables will also be assessed at three, six, and 12 month follow-ups.

Conditions

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Doping in Sport Performance Enhancing Product Use

Study Design

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Allocation Method

NON_RANDOMIZED

Intervention Model

PARALLEL

We aim to enroll 284 male and female student-athletes between the ages of 13 and 16. Participants will be assigned to either an intervention group (n = 142) or a comparison group (n = 142).
Primary Study Purpose

PREVENTION

Blinding Strategy

NONE

Study Groups

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Videogame

Educational videogame, five 60-minute sessions over one month

Group Type EXPERIMENTAL

Videogame

Intervention Type BEHAVIORAL

True Champion is an educational, values-based game that aims to empower young athletes to make informed decisions to avoid doping.

Participants engaging in the videogame sessions will encounter a series of thought-provoking situations and knowledge tests. Players will help their assigned character navigate through these curriculum-rich scenarios in order to reach their performance goals in a healthy and ethical way.

Booklet

Educational booklet, one session

Group Type ACTIVE_COMPARATOR

Control

Intervention Type BEHAVIORAL

Participants will be given an anti-doping booklet prepared by UNESCO. This booklet is considered standard educational material, i.e. what might be presented to young athletes as part of their regular sports curriculum.

Interventions

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Videogame

True Champion is an educational, values-based game that aims to empower young athletes to make informed decisions to avoid doping.

Participants engaging in the videogame sessions will encounter a series of thought-provoking situations and knowledge tests. Players will help their assigned character navigate through these curriculum-rich scenarios in order to reach their performance goals in a healthy and ethical way.

Intervention Type BEHAVIORAL

Control

Participants will be given an anti-doping booklet prepared by UNESCO. This booklet is considered standard educational material, i.e. what might be presented to young athletes as part of their regular sports curriculum.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Subject competes in a competitive sport at the high school level or higher
* Able to read and understand English

Exclusion Criteria

* None
Minimum Eligible Age

13 Years

Maximum Eligible Age

16 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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International Olympic Committee

UNKNOWN

Sponsor Role collaborator

World Anti-Doping Agency

OTHER

Sponsor Role collaborator

Phantom Compass

UNKNOWN

Sponsor Role collaborator

Digitalmill, Inc.

UNKNOWN

Sponsor Role collaborator

McGill University

OTHER

Sponsor Role lead

Responsible Party

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Lindsay Duncan

Associate Professor, William Dawson Scholar

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Lindsay R Duncan, PhD

Role: PRINCIPAL_INVESTIGATOR

McGill University

Central Contacts

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Lindsay R Duncan, PhD

Role: CONTACT

514-398-4184 ext. 00919

Evelyne Bedard, MSc

Role: CONTACT

514-398-4814 ext. 09976

References

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Goulet C, Valois P, Buist A, Cote M. Predictors of the use of performance-enhancing substances by young athletes. Clin J Sport Med. 2010 Jul;20(4):243-8. doi: 10.1097/JSM.0b013e3181e0b935.

Reference Type BACKGROUND
PMID: 20606508 (View on PubMed)

Boardley I, Smith AL, Mills JP, Grix J, Wynne C., & Wilkins L. Development of Moral Disengagement and Self-Regulatory Efficacy Assessments Relevant to Doping in Sport and Exercise. SportRxiv, 12 Oct. 2017. Web.

Reference Type BACKGROUND

Chan DK, Dimmock JA, Donovan RJ, Hardcastle S, Lentillon-Kaestner V, Hagger MS. Self-determined motivation in sport predicts anti-doping motivation and intention: a perspective from the trans-contextual model. J Sci Med Sport. 2015 May;18(3):315-22. doi: 10.1016/j.jsams.2014.04.001. Epub 2014 Apr 13.

Reference Type BACKGROUND
PMID: 24793786 (View on PubMed)

Nicholls AR, Levy AR, Meir R, Sanctuary C, Jones L, Baghurst T, Thompson MA, Perry JL. The development and validation of the Adolescent Sport Drug Inventory (ASDI) among athletes from four continents. Psychol Assess. 2019 Nov;31(11):1279-1293. doi: 10.1037/pas0000750. Epub 2019 Jul 18.

Reference Type BACKGROUND
PMID: 31318254 (View on PubMed)

Related Links

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http://truechampion.ca

True Champion Website

Other Identifiers

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476-0418

Identifier Type: -

Identifier Source: org_study_id

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