Evaluation of a Video Game for Adolescents and Young Adults With Cancer

The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Read our disclaimer for details. Identifier: NCT00425139
Recruitment Status : Completed
First Posted : January 22, 2007
Last Update Posted : March 20, 2015
Information provided by:
HopeLab Foundation

Brief Summary:
The purpose of this study is to determine the effects of playing the interactive video game, Re-Mission, on patient outcomes, including adherence to medical treatment regimes, self-care behaviors, quality of life, stress, communication, control, and knowledge.

Condition or disease Intervention/treatment Phase
Neoplasms Behavioral: Re-Mission Not Applicable

Detailed Description:

POPULATION: Approximately 340 patients will be enrolled in this study. Patients will be 13 to 29 years of age with any cancer (original diagnosis or relapse), currently receiving treatment and expected to be on treatment for at least 4 - 6 months following Baseline assessment, and able to communicate effectively in English, Spanish, or French. Approximately 170 patients will be enrolled in each of the two treatment groups. Each group will receive either the "Re-Mission" video game and a popular interactive video game, or just the popular interactive video game.

DESIGN: This is a multi-center, randomized trial, with patients randomized to one of two groups. One group (50% of patients) will receive the active intervention, which is the psycho-educational video game module called Re-Mission and a popular video game (hereafter "RE-MISSION") and another group (50 % of patients) will be in a game control group and receive a popular video game only (hereafter "GAME CONTROL. The games in the RE-MISSION and GAME CONTROL groups are delivered on identical mini, personal computers (hereafter "Mini-PC").

INTERVENTION: Each patient in the RE-MISSION group will be asked to play "Re-Mission" along with the popular video game for at least one hour a week for a period of ten to fourteen weeks. "Re-Mission" presents a 3-D environment in which the player can manipulate a humanoid character inside the virtual body of a patient with cancer. Game-play consists of guiding the character to destroy cancer cells and other "enemies" in the body (e.g., bacteria) while avoiding injury or weakness. During the process of playing the game and guiding the character through a series of missions, the player learns about chemotherapy and other medical treatments, health-promoting self-care behaviors, infections, and pain management. In addition, the game has also been designed to facilitate the patient's ability to share knowledge and concerns with others.

DURATION OF STUDY: 9 -12 months

Study Type : Interventional  (Clinical Trial)
Enrollment : 375 participants
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)
Primary Purpose: Supportive Care
Official Title: Multi-site Evaluation of a Video Game for Adolescents and Young Adults With Cancer
Study Start Date : October 2004
Study Completion Date : November 2005

Primary Outcome Measures :
  1. Adherence
  2. Self-efficacy
  3. Quality of life

Information from the National Library of Medicine

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Ages Eligible for Study:   13 Years to 29 Years   (Child, Adult)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   No

Inclusion Criteria:

  1. Male or female patient 13 to 29 years of age with a cancer diagnosis.
  2. Patient who is currently receiving treatment and is expected to remain on treatment for at least 4 - 6 months.

Exclusion Criteria:

  1. Patient who has a history of seizures due to photosensitivity.
  2. Patient who has been determined by the investigator to be incapable of following the study schedule or study directions for any reason.
  3. Patient who can not communicate effectively with study personnel in English, Spanish, or French.

Information from the National Library of Medicine

To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.

Please refer to this study by its identifier (NCT number): NCT00425139

  Show 34 Study Locations
Sponsors and Collaborators
HopeLab Foundation
Principal Investigator: Pamela M Kato HopeLab Foundation

Additional Information:
Publications automatically indexed to this study by Identifier (NCT Number): Identifier: NCT00425139     History of Changes
Other Study ID Numbers: HL-04-001
First Posted: January 22, 2007    Key Record Dates
Last Update Posted: March 20, 2015
Last Verified: January 2007

Keywords provided by HopeLab Foundation:
Video game
Young adult