Embedded Narrative in Interactive Game Design for Improving Medication Adherence of Schizophrenia

NCT ID: NCT06175559

Last Updated: 2025-07-15

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

SUSPENDED

Clinical Phase

NA

Total Enrollment

20 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-09-01

Study Completion Date

2025-09-01

Brief Summary

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This study explores the potential of an interactive narrative game to enhance medication adherence among stable schizophrenia patients. Employing participatory design methods, game's development and testing process actively involved patients and individuals closely connected to their daily lives. Artificial Intelligence-Generated Content (AIGC) facilitated swift iterations in game's visual style and content. During game therapy, patients are tasked with making decisions based on presented situations, which influence the course of the narrative.

Detailed Description

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Our game design is inspired by Cognitive Behavioral Therapy (CBT), specifically the autonomic engagement and emotion regulation for the treatment of stable schizophrenic patients. This design aims to motivate patients to practice the basic principles of CBT in a virtual environment with the aim of producing positive psychological and behavioral changes in real life.

To ensure that the interactive design in the game can effectively promote cognitive reconstruction and emotional regulation in patients, the investigators used the following game interaction strategies:

1. Situational simulation: By simulating real-life situations, patients face challenges and make decisions in the game that are similar to those in real life, so as to train their cognitive and emotional regulation.
2. Immediate feedback: Provide patients with immediate feedback during the game so that they can understand the impact of their decisions on the outcome of the game, thus encouraging them to make more positive decisions in real life.
3. Role-imitation: Encourage patients to take an in-depth look at their thoughts and behaviors from a third-person perspective by having them take on the role of a therapy practitioner.

Conditions

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Schizophrenia and Related Disorders Medication Adherence Mental Health Issue Gamification

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

SUPPORTIVE_CARE

Blinding Strategy

NONE

Study Groups

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Healing Town: Embedded Narrative in Interactive Game Design

The game-based medication intervention game "Wanping Town" in this study employed a multidisciplinary participatory design approach rooted in narrative theory and behavioral psychology models. The game consists of two perspectives: narrative decision stories and cognitive games. The investigators initially employed participatory design methods to determine the plot and elements within the game, then embedded the conclusions into the therapeutic elements of the game.

Group Type EXPERIMENTAL

Healing Town: Embedded Narrative in Interactive Game (Psycho-education Tool) Design

Intervention Type COMBINATION_PRODUCT

The narrative-based medication intervention game "Healing Town" in this study employed a multidisciplinary participatory design approach rooted in narrative theory and behavioral psychology models. The game consists of two perspectives: narrative decision stories and cognitive games. The investigators initially employed participatory design methods to determine the plot and elements within the game, then embedded the conclusions into the therapeutic elements of the game

Interventions

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Healing Town: Embedded Narrative in Interactive Game (Psycho-education Tool) Design

The narrative-based medication intervention game "Healing Town" in this study employed a multidisciplinary participatory design approach rooted in narrative theory and behavioral psychology models. The game consists of two perspectives: narrative decision stories and cognitive games. The investigators initially employed participatory design methods to determine the plot and elements within the game, then embedded the conclusions into the therapeutic elements of the game

Intervention Type COMBINATION_PRODUCT

Eligibility Criteria

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Inclusion Criteria

* Stable Phase Schizophrenia
* on long-term medication
* medication adherence was problematic

Exclusion Criteria

* Serious Schizophrenia
* Lack of basic cognitive abilities
Minimum Eligible Age

18 Years

Maximum Eligible Age

60 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Zhu Dian

OTHER

Sponsor Role lead

Responsible Party

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Zhu Dian

Principal Investigator

Responsibility Role SPONSOR_INVESTIGATOR

Principal Investigators

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Zhao Liu, Prof

Role: STUDY_DIRECTOR

Shanghai Jiao Tong University School of Medicine

Locations

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Shanghai Jiao Tong University

Shanghai, Shanghai Municipality, China

Site Status

Countries

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China

References

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Liu Z, Zhu D, Zhang Z, Liu Y, Yang H, Chang F, Zhang W, Cai J. Effects of a narrative-based psychoeducational intervention on medication adherence in individuals with schizophrenia: a multicentre, parallel-group randomised controlled trial. EClinicalMedicine. 2025 Sep 4;88:103483. doi: 10.1016/j.eclinm.2025.103483. eCollection 2025 Oct.

Reference Type DERIVED
PMID: 40979217 (View on PubMed)

Other Identifiers

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Sjtu0002

Identifier Type: -

Identifier Source: org_study_id

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