Trial Outcomes & Findings for A Digital Game Targeting Suicide Prevention in Adolescents Who Report Substance Misuse (NCT NCT05517382)
NCT ID: NCT05517382
Last Updated: 2024-04-10
Results Overview
Participants will complete surveys through a secured, data management system (RedCap). The Usefulness, Satisfaction, and Ease of Use Questionnaire (USE) is a validated, 30-item scale, where responses to system usability are measured on a scale from 1-7 where 1= strongly disagree and 7= strongly agree. Total score and subscales range 1-7. Higher scores indicate higher game usability.
COMPLETED
NA
61 participants
Immediately after Gameplay, up to 30 minutes
2024-04-10
Participant Flow
Participant milestones
| Measure |
supportED Group
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Overall Study
STARTED
|
31
|
29
|
|
Overall Study
Completed Baseline Measures
|
31
|
29
|
|
Overall Study
Completed 3 Month Follow up
|
31
|
28
|
|
Overall Study
COMPLETED
|
31
|
28
|
|
Overall Study
NOT COMPLETED
|
0
|
1
|
Reasons for withdrawal
| Measure |
supportED Group
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Overall Study
Lost to Follow-up
|
0
|
1
|
Baseline Characteristics
A Digital Game Targeting Suicide Prevention in Adolescents Who Report Substance Misuse
Baseline characteristics by cohort
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
Total
n=60 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Age, Continuous
|
15.96 years
STANDARD_DEVIATION 1.02 • n=5 Participants
|
16.63 years
STANDARD_DEVIATION 1.25 • n=7 Participants
|
16.18 years
STANDARD_DEVIATION 1.14 • n=5 Participants
|
|
Sex: Female, Male
Female
|
17 Participants
n=5 Participants
|
17 Participants
n=7 Participants
|
34 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
14 Participants
n=5 Participants
|
12 Participants
n=7 Participants
|
26 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Hispanic or Latino
|
22 Participants
n=5 Participants
|
19 Participants
n=7 Participants
|
41 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Not Hispanic or Latino
|
9 Participants
n=5 Participants
|
10 Participants
n=7 Participants
|
19 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Race · American Indian or Alaska Native
|
0 Participants
n=5 Participants
|
1 Participants
n=7 Participants
|
1 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Race · Asian
|
1 Participants
n=5 Participants
|
4 Participants
n=7 Participants
|
5 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Race · Native Hawaiian or Other Pacific Islander
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Race · Black or African American
|
4 Participants
n=5 Participants
|
3 Participants
n=7 Participants
|
7 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Race · White
|
17 Participants
n=5 Participants
|
12 Participants
n=7 Participants
|
29 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Race · More than one race
|
4 Participants
n=5 Participants
|
4 Participants
n=7 Participants
|
8 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Race · Unknown or Not Reported
|
4 Participants
n=5 Participants
|
5 Participants
n=7 Participants
|
9 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Race · Other
|
1 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
1 Participants
n=5 Participants
|
|
Region of Enrollment
United States
|
31 participants
n=5 Participants
|
29 participants
n=7 Participants
|
60 participants
n=5 Participants
|
PRIMARY outcome
Timeframe: Immediately after Gameplay, up to 30 minutesPopulation: This outcome was not collected for the control arm.
Participants will complete surveys through a secured, data management system (RedCap). The Usefulness, Satisfaction, and Ease of Use Questionnaire (USE) is a validated, 30-item scale, where responses to system usability are measured on a scale from 1-7 where 1= strongly disagree and 7= strongly agree. Total score and subscales range 1-7. Higher scores indicate higher game usability.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Measuring Usability at Post-Gameplay
Total score mean
|
2.73 score on a scale
Standard Deviation 0.52
|
—
|
|
Measuring Usability at Post-Gameplay
Usefulness
|
4.39 score on a scale
Standard Deviation 1.70
|
—
|
|
Measuring Usability at Post-Gameplay
Ease of use
|
4.58 score on a scale
Standard Deviation 1.50
|
—
|
|
Measuring Usability at Post-Gameplay
Satisfaction
|
4.69 score on a scale
Standard Deviation 1.76
|
—
|
|
Measuring Usability at Post-Gameplay
Ease of learning
|
5.07 score on a scale
Standard Deviation 1.76
|
—
|
PRIMARY outcome
Timeframe: Immediately after Gameplay, up to 30 minutesPopulation: All coded statements provided in the open ended question. This outcome was not collected for the control arm.
Participants were asked about negative and positive aspects of the digital experience. Data presented here are the count of overall positive and negative statements taken from an open ended question asking participants to provide up to 3 positive and 3 negative aspects of the digital experience.
Outcome measures
| Measure |
supportED Group
n=59 statements
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Assessing the Digital Experience at Post-Gameplay
Positive
|
32 statements
|
—
|
|
Assessing the Digital Experience at Post-Gameplay
Negative
|
27 statements
|
—
|
PRIMARY outcome
Timeframe: Immediately after Gameplay, up to 30 minutesPopulation: This outcome was not collected for the control arm.
Participants will complete surveys through a secured data management system (RedCap). The User Engagement Scale-Short Form (UES-Short Form) is a validated, 12-item self report measure that assesses six domains of engagement where responses are measured on a 5-point likert scale where 1= strongly disagree and 5= strongly agree. Total score range 1-5.Higher scores indicate higher user engagement.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Measuring User Experience at Post-Gameplay
|
2.73 score on a scale
Standard Deviation 0.52
|
—
|
PRIMARY outcome
Timeframe: Immediately after Gameplay, up to 30 minutesPopulation: Survey was redundant and therefore removed. This data was not collected.
Participants will complete surveys through a secured data management system (RedCap). The Acceptability of Intervention Measure (AIM) is a validated, 4-item self-report measure of perceived acceptability where responses are measured on a 5-point likert scale where 1 = completely disagree and 5= completely agree. Higher scores indicate higher intervention acceptability. Note: This measure was removed from the final questionnaire due to redundancy.
Outcome measures
Outcome data not reported
PRIMARY outcome
Timeframe: Immediately after Gameplay, up to 30 minutesFeasibility will be measured through observation. Participants will also answer qualitative questions (e.g. does the intervention work? can the intervention be implemented in schools?) that will be developed by the study team. These questions are not a part of a larger scale. Minimal protocol deviations (Successful completion of protocols and procedures and minimal amendments through IRB) indicate feasibility of the digital game intervention. Data presented here are the number of deviations by type.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Measuring Feasibility at Post-Gameplay
RedCap Malfunction
|
6 deviations
|
—
|
|
Measuring Feasibility at Post-Gameplay
Incomplete assent form signed off on
|
2 deviations
|
—
|
|
Measuring Feasibility at Post-Gameplay
3-month form (first 3 measures) were completed at baseline.
|
1 deviations
|
—
|
SECONDARY outcome
Timeframe: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.Population: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). Brief Coping Orientation to Problems Experienced (Brief-COPE) adaptive and maladaptive subscales are validated, 28- item, 4-point self-report measures. Brief COPE measures assess 14 conceptually different coping reactions. Responses are measured on a 4-point likert scale where 1= I haven't been doing this at all and 4= I've been doing this a lot. Scores are summed to achieve total score with a range of 28-112. Higher scores indicate increased utilization of coping strategies within and across domains.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Coping Strategies on Brief COPE Scale at Post-gameplay and 3-months
Baseline
|
60.72 score on a scale
Interval 57.26 to 64.17
|
60.72 score on a scale
Interval 57.26 to 64.17
|
|
Change From Baseline in Coping Strategies on Brief COPE Scale at Post-gameplay and 3-months
Post gameplay
|
58.92 score on a scale
Interval 55.19 to 62.64
|
57.02 score on a scale
Interval 53.25 to 60.79
|
|
Change From Baseline in Coping Strategies on Brief COPE Scale at Post-gameplay and 3-months
3 months
|
63.36 score on a scale
Interval 59.23 to 67.49
|
62.91 score on a scale
Interval 58.48 to 67.34
|
SECONDARY outcome
Timeframe: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-monthsPopulation: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). State-Difficulties in Emotion Regulation (S-DERS) is a validated, 21-item self-report measure. Responses are measured on a 5-point likert scale where 1= almost never and 5= almost always. Scores are summed for total score range of 21-105. Higher scores suggest greater problems with emotion regulation.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Emotion Regulation at Post-gameplay and 3-months
Baseline
|
45.18 score on a scale
Interval 42.34 to 48.02
|
45.18 score on a scale
Interval 42.34 to 48.02
|
|
Change From Baseline in Emotion Regulation at Post-gameplay and 3-months
Post gameplay
|
40.72 score on a scale
Interval 37.95 to 43.5
|
42.84 score on a scale
Interval 39.99 to 45.69
|
|
Change From Baseline in Emotion Regulation at Post-gameplay and 3-months
3 months
|
42.72 score on a scale
Interval 39.35 to 46.1
|
45.58 score on a scale
Interval 42.08 to 49.08
|
SECONDARY outcome
Timeframe: Immediately after Gameplay (up to 30 minutes), and at 3-Months.Population: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). The Adolescent Well-Being assessment is a validated, 15-item school-based, self-report measure with 11-items focused on well being, and 5-items focused on student demographics. Higher scores indicate increased adolescent well-being. Data presented here is the difference in the change in the percentage of participants who were rated as "thriving" based on scores.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Percentage of Adolescents Thriving Post-gameplay and 3-months.
Baseline
|
41.9 percentage of participants
|
58.6 percentage of participants
|
|
Percentage of Adolescents Thriving Post-gameplay and 3-months.
Post game
|
51.6 percentage of participants
|
58.6 percentage of participants
|
|
Percentage of Adolescents Thriving Post-gameplay and 3-months.
3 month
|
58.1 percentage of participants
|
57.1 percentage of participants
|
SECONDARY outcome
Timeframe: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-monthsPopulation: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). The Five Facet Mindfulness Questionnaire (FFMQ) FFMQ is a validated, 15-item self-report measure that assesses facets of mindfulness. Responses are measured on a 5 point-likert scale where 1= never or very rarely true, and 5= very often or always true. Total score range 0-15. Higher scores indicate higher levels of mindfulness.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Mindfulness at Post Gameplay and 3-months
Baseline
|
3.47 score on a scale
Interval 3.35 to 3.59
|
3.47 score on a scale
Interval 3.35 to 3.59
|
|
Change From Baseline in Mindfulness at Post Gameplay and 3-months
Post gameplay
|
3.46 score on a scale
Interval 3.32 to 3.59
|
3.37 score on a scale
Interval 3.23 to 3.5
|
|
Change From Baseline in Mindfulness at Post Gameplay and 3-months
3 months
|
3.44 score on a scale
Interval 3.29 to 3.59
|
3.28 score on a scale
Interval 3.13 to 3.43
|
SECONDARY outcome
Timeframe: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.Population: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). Intentions to use a safety plan is a 7-item measure. Responses are measured on a 5-point likert scale where 1= strongly disagree and 5= strongly agree. Items are summed for a total score range of 7-35. Higher scores indicate increased intentions to use a safety planning approach.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Intentions to Use a Safety Approach at Post-gameplay and 3-months.
Baseline
|
15.78 score on a scale
Interval 14.33 to 17.24
|
15.78 score on a scale
Interval 14.33 to 17.24
|
|
Change From Baseline in Intentions to Use a Safety Approach at Post-gameplay and 3-months.
Post gameplay
|
17.84 score on a scale
Interval 16.12 to 19.55
|
16.38 score on a scale
Interval 14.63 to 18.13
|
|
Change From Baseline in Intentions to Use a Safety Approach at Post-gameplay and 3-months.
3 months
|
16.65 score on a scale
Interval 13.99 to 19.31
|
17.59 score on a scale
Interval 14.81 to 20.38
|
SECONDARY outcome
Timeframe: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-MonthsPopulation: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). 6-items will assess learning goals of the intervention developed by the study team (e.g. warning signs, coping strategies, resources for support). These items are not apart of a larger scale. Total score range 0-8. Higher scores indicate increased knowledge about gameplay content.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Knowledge About the Safety Planning Approach at Post-gameplay and 3-months.
Baseline
|
6.32 score on a scale
Interval 5.92 to 6.71
|
6.32 score on a scale
Interval 5.92 to 6.71
|
|
Change From Baseline in Knowledge About the Safety Planning Approach at Post-gameplay and 3-months.
Post gameplay
|
6.3 score on a scale
Interval 5.78 to 6.82
|
6.23 score on a scale
Interval 5.7 to 6.76
|
|
Change From Baseline in Knowledge About the Safety Planning Approach at Post-gameplay and 3-months.
3 months
|
6.27 score on a scale
Interval 5.74 to 6.81
|
6.13 score on a scale
Interval 5.58 to 6.68
|
SECONDARY outcome
Timeframe: Baseline, and at 3-Months.Population: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). Concise Health Risk Tracking Self-Report (CHRT-SR) is a validated, 14 item, 5-point self report measures comprised of the following subscales: Propensity, Impulsivity, and Suicidal Thoughts. Responses are measured on a 5-point likert scale where 0= strongly disagree and 4= strongly agree. Total score range of 0-56. Higher scores indicate increased severity of suicidal thoughts and associative behaviors.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Severity of Suicidal Thoughts and Associative Behaviors on Concise Health Risk Tracking Self-Report (CHRT-SR) at 3-months.
Baseline
|
9.33 score on a scale
Interval 7.23 to 11.43
|
9.33 score on a scale
Interval 7.23 to 11.43
|
|
Change From Baseline in Severity of Suicidal Thoughts and Associative Behaviors on Concise Health Risk Tracking Self-Report (CHRT-SR) at 3-months.
3 months
|
8.26 score on a scale
Interval 5.61 to 10.91
|
7.24 score on a scale
Interval 4.44 to 10.04
|
SECONDARY outcome
Timeframe: Baseline, and at 3-Months.Population: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). The General Anxiety Disorder-7 (GAD-7) is a validated, 7-item self report measure that assesses symptoms of anxiety. Responses are measured on a 4-point likert scale where 0=not at all and 3=nearly everyday. Item scores are summed with a total score ranging from 0 to 21: 0-4 Minimal anxiety; 5-9 Mild anxiety; 10-14 Moderate anxiety; 15-21 Severe anxiety. Higher scores indicate increased levels of anxiety.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Anxiety at 3-months.
Baseline
|
5.25 score on a scale
Interval 3.84 to 6.66
|
5.25 score on a scale
Interval 3.84 to 6.66
|
|
Change From Baseline in Anxiety at 3-months.
3 month
|
3.59 score on a scale
Interval 2.1 to 5.08
|
4.41 score on a scale
Interval 2.84 to 5.99
|
SECONDARY outcome
Timeframe: Baseline, and at 3-Months.Population: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). The Patient Health Questionnaire-9 (PHQ-9) is a validated, 9-item self report measure that assesses symptoms of depression. The total score on the PHQ-9 ranges from 0 to 27. Higher scores indicate increased levels of depression.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Depression at 3-months.
Baseline
|
5.25 score on a scale
Interval 3.87 to 6.63
|
5.25 score on a scale
Interval 3.87 to 6.63
|
|
Change From Baseline in Depression at 3-months.
3 month
|
3.96 score on a scale
Interval 2.36 to 5.56
|
4.97 score on a scale
Interval 3.29 to 6.65
|
SECONDARY outcome
Timeframe: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.Population: one participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). The General Help Seeking Questionnaire (GHSQ) is a validated, 20-item self-report measure that assesses professional and non professional help seeking behaviors. Responses are measured on a 7-point likert scale where 1=extremely unlikely and 7=extremely likely. Total score range 20-140. Higher scores indicate increased help-seeking behavior.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Change From Baseline in Help-Seeking Behavior at Post-gameplay and 3-months.
Baseline
|
41.02 score on a scale
Interval 38.16 to 43.87
|
41.02 score on a scale
Interval 38.16 to 43.87
|
|
Change From Baseline in Help-Seeking Behavior at Post-gameplay and 3-months.
Post gameplay
|
42.21 score on a scale
Interval 39.2 to 45.22
|
42.53 score on a scale
Interval 39.49 to 45.58
|
|
Change From Baseline in Help-Seeking Behavior at Post-gameplay and 3-months.
3 month
|
43.25 score on a scale
Interval 39.79 to 46.71
|
42.57 score on a scale
Interval 38.97 to 46.18
|
SECONDARY outcome
Timeframe: Baseline, and at 3-Months.Population: One participant did not complete 3 month follow up
Participants will complete surveys through a secured, data management system (RedCap). Substance misuse of alcohol, tobacco and marijuana in the past 30-days will be measured. These measures are self-reported. Responses indicate frequency of use within past 30-days.
Outcome measures
| Measure |
supportED Group
n=31 Participants
Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
supportED: suicide prevention videogame
|
Control Group
n=29 Participants
Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.
Control: non-health related videogame
|
|---|---|---|
|
Mean Number of Days of Substance Misuse in the Past 30 Days
Baseline-Alcohol
|
0.0322581 days
Standard Deviation 0.1796053
|
0.137931 days
Standard Deviation 0.5157614
|
|
Mean Number of Days of Substance Misuse in the Past 30 Days
3 months-Alcohol
|
0 days
Standard Deviation 0
|
0 days
Standard Deviation 0
|
|
Mean Number of Days of Substance Misuse in the Past 30 Days
Baseline-Tobacco
|
0 days
Standard Deviation 0
|
0 days
Standard Deviation 0
|
|
Mean Number of Days of Substance Misuse in the Past 30 Days
3 month-Tobacco
|
0 days
Standard Deviation 0
|
0 days
Standard Deviation 0
|
|
Mean Number of Days of Substance Misuse in the Past 30 Days
Baseline-Marijuana
|
0 days
Standard Deviation 0
|
0 days
Standard Deviation 0
|
|
Mean Number of Days of Substance Misuse in the Past 30 Days
3 month-Marijuana
|
0 days
Standard Deviation 0
|
0 days
Standard Deviation 0
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Baseline, and at 3-Months.The Ask Suicide Screen Questions (ASQ) is a validated 5-question screening tool to determine suicide risk.
Outcome measures
Outcome data not reported
Adverse Events
supportED Group
Control Group
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place