Growing up With the Young Endocrine Support System (YESS!)

NCT ID: NCT04252001

Last Updated: 2023-09-07

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

NOT_YET_RECRUITING

Clinical Phase

NA

Total Enrollment

160 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-12-01

Study Completion Date

2026-12-01

Brief Summary

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Transition from paediatric to adult endocrinology is a challenge for adolescents, families and doctors. Up to 25% of young adults with chronic endocrine disorders are lost to follow-up ('drop-out') once the young adult moves out of paediatric care. Non-attendance and sub-optimal medical self-management can lead to serious and expensive medical complications. In a pilot study, adolescents suggested the use of e-technology to become more involved in the transition process. The investigators have designed and developed the YESS! game, a tool to help improve medical self-management in adolescents with chronic endocrine disorders. The hypothesis is that adolescents playing the YESS! game will show a larger increase in self-management score during the first year of transition and will have a lower drop-out rate at the adult endocrine outpatient clinic (OPC), compared to adolescents who do not play the game.

Detailed Description

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Rationale: Transition from paediatric to adult endocrinology is a challenge for adolescents, families and doctors. Up to 25% of young adults with chronic endocrine disorders are lost to follow-up ('drop-out') once the young adult moves out of paediatric care. Non-attendance and sub-optimal medical self-management can lead to serious and expensive medical complications. In a pilot study, adolescents suggested the use of e-technology to become more involved in the transition process. The investigators have designed and developed the YESS! game, a tool to help improve medical self-management in adolescents with chronic endocrine disorders. The hypothesis is that adolescents playing the YESS! game will show a larger increase in self-management score during the first year of transition and will have a lower drop-out rate at the adult endocrine outpatient clinic (OPC), compared to adolescents who do not play the game.

Objective: 1.To improve medical self-management. 2.To prevent drop-out from the adult outpatient clinic. Study design: multicentre randomized controlled trial Study population: 160 transition patients from 15 to 20 years old from the participating countries Spain, The United Kingdom, Belgium and the Netherlands. Patients are diagnosed with a chronic endocrine disorder. Intervention: The study consists of 4 study arms: receiving the YESS! game and toolkit (group YT), receiving the control game and toolkit (group GT), receiving the toolkit only (group T) and receiving regular transition care (group O). Every group will receive regular transition care. The transition toolkit consists of paper cards with assignments, ideas and tips regarding medical self-management. Main study parameters: Primary outcome: the Self-management and Transition to Adulthood with Rx (=treatment) (STARx) questionnaire score 12 months after inclusion in group YT compared to group O. Secondary outcome: the STARx questionnaire score 6 months after inclusion in group YT compared to the other study groups, the STARx questionnaire score 12 months after inclusion in group YT compared to group GT and T and the drop-out rate to the adult outpatient clinic in the first year after the last visit to the paediatric endocrinologist (i.e. one year after the moment of transfer) in group YT compared to groups GT, T and O.

Nature and extent of the burden and risks associated with participation: The participants are not exposed to any risks. The YESS! and the control game are safe apps played on a mobile phone or tablet. The burden consists of filling out the STARx questionnaires and playing the YESS! or control game. The questionnaires will be filled out online at home at the start of the study and after 6 and 12 months. Every 6 months the subject has an appointment at the outpatient clinic. The participant can play the YESS! game for a maximum of 15 minutes a day to prevent game addiction. The control game could be played for an unlimited amount of time, but will unlikely cause game addiction since the game is not considered challenging and exciting enough.

Conditions

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Congenital Adrenal Hyperplasia Hypogonadotropic Hypogonadism Growth Hormone Deficiency Combined Pituitary Hormone Deficiency Turner Syndrome Klinefelter Syndrome Addison's Disease Androgen Insensitivity Syndrome Thyroid Dysgenesis

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

SUPPORTIVE_CARE

Blinding Strategy

DOUBLE

Caregivers Investigators

Study Groups

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Group YT

Group receives YESS! game and transition-toolkit

Group Type EXPERIMENTAL

YESS! game

Intervention Type DEVICE

The YESS! game is a real-life game for smartphone or tablet in which the player has to solve a mystery. The adolescent plays an active role in the course of the story. This results in an interactive experience. During the game, the adolescent is challenged with regard to self-management and responsible behaviour in general life, with parallels to medical selfmanagement and responsible behaviour.

The adolescent has to decide at several different moments whether to take action or not, whether to accept help or not and whether to share (fictive) confidential information or not. Other aspects that are covered are 'taking responsibility' and 'being on time'. The choices the adolescent makes throughout the game are registered in a coded manner, for later analysis. The game is available in Dutch, English and Spanish.

Transition-toolkit

Intervention Type OTHER

The transition toolkit consists of paper cards with assignments, ideas and tips regarding medical self-management.

Group GT

Group receives control game and transition-toolkit

Group Type EXPERIMENTAL

Snake '97

Intervention Type DEVICE

Snake '97 is a game for smartphone or tablet which is free and can be downloaded in the App Store. The game is a remake of the original snake on the mobile phone in 1997 in which the player moves the snake around and makes the snake 'consume food' (little dots) which causes the snake to grow longer. The goal is to make the snake as large as possible. The game has 12 difficulty levels.

Transition-toolkit

Intervention Type OTHER

The transition toolkit consists of paper cards with assignments, ideas and tips regarding medical self-management.

Group T

Group receives transition-toolkit

Group Type EXPERIMENTAL

Transition-toolkit

Intervention Type OTHER

The transition toolkit consists of paper cards with assignments, ideas and tips regarding medical self-management.

Group O

Group receives usual transition care

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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YESS! game

The YESS! game is a real-life game for smartphone or tablet in which the player has to solve a mystery. The adolescent plays an active role in the course of the story. This results in an interactive experience. During the game, the adolescent is challenged with regard to self-management and responsible behaviour in general life, with parallels to medical selfmanagement and responsible behaviour.

The adolescent has to decide at several different moments whether to take action or not, whether to accept help or not and whether to share (fictive) confidential information or not. Other aspects that are covered are 'taking responsibility' and 'being on time'. The choices the adolescent makes throughout the game are registered in a coded manner, for later analysis. The game is available in Dutch, English and Spanish.

Intervention Type DEVICE

Snake '97

Snake '97 is a game for smartphone or tablet which is free and can be downloaded in the App Store. The game is a remake of the original snake on the mobile phone in 1997 in which the player moves the snake around and makes the snake 'consume food' (little dots) which causes the snake to grow longer. The goal is to make the snake as large as possible. The game has 12 difficulty levels.

Intervention Type DEVICE

Transition-toolkit

The transition toolkit consists of paper cards with assignments, ideas and tips regarding medical self-management.

Intervention Type OTHER

Other Intervention Names

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control game

Eligibility Criteria

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Inclusion Criteria

* Aged 15 to 20 years old.
* Diagnosed with congenital adrenal hyperplasia, hypogonadotropic hypogonadism, Turner syndrome, Klinefelter syndrome, growth hormone deficiency, combined pituitary hormone deficiency, Androgen insensitivity syndrome, thyroid dysgenesis or Addison's disease

Exclusion Criteria

* Lack of a mobile phone or tablet.
* Intellectual disability or language barrier leading to inability to use the YESS! game or the control game.
Minimum Eligible Age

15 Years

Maximum Eligible Age

20 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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dr. Laura C. G. de Graaff-Herder

OTHER

Sponsor Role lead

Responsible Party

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dr. Laura C. G. de Graaff-Herder

Principal Investigator

Responsibility Role SPONSOR_INVESTIGATOR

Principal Investigators

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Laura CG de Graaff, MD PhD

Role: PRINCIPAL_INVESTIGATOR

Erasmus Medical Centre

Locations

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Ghent University Hospital

Ghent, , Belgium

Site Status

Erasmus Medical Center

Rotterdam, South Holland, Netherlands

Site Status

Hospital Infantil Universitario Niño Jesús

Madrid, , Spain

Site Status

Queen Elizabeth University Hospital

Glasgow, , United Kingdom

Site Status

Royal Hospital for Children

Glasgow, , United Kingdom

Site Status

The Royal London Hospital (Barts Health NHS Trust)

London, , United Kingdom

Site Status

University College London Hospital (UCL Institute of Child Health)

London, , United Kingdom

Site Status

Countries

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Belgium Netherlands Spain United Kingdom

Facility Contacts

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Laura CG de Graaff, MD, PhD

Role: primary

+31618843010

Jesús Argente

Role: primary

Mohammed G Shaikh

Role: primary

Ruben Willemsen

Role: primary

Gary E Butler

Role: primary

Other Identifiers

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NL8097

Identifier Type: OTHER

Identifier Source: secondary_id

NL.69953.078.19

Identifier Type: -

Identifier Source: org_study_id

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