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Spinal Cord InjuryNCT02341950

Clinical Trial of a Serious Game for Individuals With SCI/D

A study testing SCI Hard in people with Spinal Cord Injury and Spinal Cord Involvement, run by University of Michigan at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

This study will evaluate the efficacy of a newly developed serious game, SCI HARD, to enhance self-management skills, self-reported health behaviors, and quality of life among adolescents and young adults with spinal cord injury and disease (SCI/D). SCI HARD was designed by the project PI, Dr. Read more about this study

Who is it for?
Ages 13 to 29 years
What is being tested?
SCI Hard
Could I receive a placebo?
No, everyone receives an active treatment
How many people
184 participants
Where
1 siteUnited States
Study dates
5 Feb 2015to 1 Sep 2017
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 13 to 29 years
  • All sexes
  • No healthy volunteers
  • Child, Adult

Who may be able to join

  • between the ages of 13 and 29
  • have a spinal cord dysfunction
  • have access to a mobile device on which they can download and play the game
  • be English-speaking.

Who cannot join

  • high degrees of emotional distress, suicidal intent, or anxiety (as determined by the Patient Health Questionnaire-Depression Module (PHQ-9) and Generalized Anxiety Disorder-7(GAD-7)). Individuals will also be required to answer questions to confirm that they understand the study as part of the informed consent process.

Trial locations and contacts

1 site in 1 country.

United States1 site
  • University of Michigan Health System

    Ann Arbor, Michigan, 48108

Other trials in United States

About this study

Official title: Evaluating the Effectiveness of a Serious Game to Enhance Self-Management Skills Among Adolescents and Young Adults With Spinal Cord Dysfunction

This study will evaluate the efficacy of a newly developed serious game, SCI HARD, to enhance self-management skills, self-reported health behaviors, and quality of life among adolescents and young adults with spinal cord injury and disease (SCI/D). SCI HARD was designed by the project PI, Dr. Meade, in collaboration with the UM3D (University of Michigan three dimensional) Lab between 2010 and 2013 with funding from a NIDRR (National Institute on Disability and Rehabilitation Research) Field Initiated Development Grant to assist persons with SCI develop and apply the necessary skills to keep their bodies healthy while managing the many aspects of SCI care. The study makes a unique contribution to rehabilitation by emphasizing the concepts of personal responsibility and control over one's health and life as a whole. By selecting an innovative approach for program implementation, we also attempt to address the high cost of care delivery and lack of health care access to underserved populations with SCI/D living across the United States (US).

H1: SCI Hard participants will show greater improvements in problem solving skills, healthy attitudes about disability, and SCI Self-efficacy than will control group members; these improvements will be sustained over time within and between groups.

Read more

H2: SCI Hard participants will endorse more positive health behaviors than control group members; these improvements will be sustained over time within and between groups.

H3: SCI Hard participants will have higher levels of QOL than control group members; these differences will be sustained over time within and between groups.

H4: Among SCI Hard participants, dosage of game play will be related to degree of change in self-management skills, health behaviors and QOL.

Read the detailed description

This study will evaluate the efficacy of a newly developed serious game, SCI HARD, to enhance self-management skills, self-reported health behaviors, and QOL among adolescents and young adults with spinal cord injury and disease (SCI/D). SCI HARD was designed by the project PI, Dr. Meade, in collaboration with the UM3D Lab between 2010 and 2013 with funding from a NIDRR (National Institute on Disability and Rehabilitation Research) Field Initiated Development Grant to assist persons with SCI develop and apply the necessary skills to keep their bodies healthy while managing the many aspects of SCI care. The study makes a unique contribution to rehabilitation by emphasizing the concepts of personal responsibility and control over one's health and life as a whole. By selecting an innovative approach for program implementation, we also attempt to address the high cost of care delivery and lack of health care access to underserved populations with SCI/D living across the United States (US).

BACKGROUND AND LITERATURE REVIEW As defined by the computer gaming industry, a serious game is "a game designed for a primary purpose other than pure entertainment." Serious games based on development of self-management skills have been developed for asthma, diabetes, safe sex negotiation, and promoting nutrition and physical activities. They have been effective in improving self-care, increasing self-efficacy, reducing symptoms, minimizing secondary conditions, reducing emergency room visits and decreasing health care costs.

The game application being assessed in this project is based on the self-management principles and specifically on the Health Mechanics Program, an evidence-based self-management program which was developed by Dr. Meade. Many of the individuals who sustain traumatic SCI are from the millennial generation. While the mean age for individuals with SCI is 40.2 years old, approximately half are in the 16 to 29 age range at the time of injury. Younger patients with traumatic SCI are overwhelmingly male, many of whom need medical care for the first time in their lives. These individuals are likely to be single (never-married) and many have a high-school education or less. A significant component of this group was injured through participation in high-risk behaviors or acts of violence; the group tends to have lower literacy levels and fewer resources, with many being from ethnic and racial minority backgrounds.

As previously discussed, individuals in this group, tend to have a high degree of technical sophistication which can be leveraged to promote the transfer of knowledge and self-management skills. In particular, games that can be downloaded and played on a mobile platform, such as a smartphone, are likely to be accessed and played by members of this group.

Data from the Pew Internet and American Life Project indicates that most Americans age 16 to 24 play computer or electronic games - including 97% of American teenagers and 81% of adults 18 to 29 years old. African Americans appear equally likely to play electronic games as Non-Hispanic Whites (both 51%) while English-Speaking Hispanics appear more likely to do so (63%; though that was attributed to the youth of the group). While most adult gamers play on the computers (73%), teens and young adults are increasingly playing on portable gaming devices (62%) and cell phones (50%). African Americans and Hispanics are more likely than non-Hispanic, Whites to play games on smaller, mobile gadgets. 55% of teens own a portable gaming device, 74% own an iPod or MP3 player, and 60% have a desktop or laptop computer.

Data from a recent survey conducted by Dr. Meade and her colleague confirms the use of technology by individuals with SCI. They sent a mail survey to the population of individuals with SCI ages 8 and older who were identified as being treated at the U-M within the past 10 years. Among those individuals who appeared to have valid addresses (n=780), approximately 40% (n=317) responded. While most of these individuals owned a computer and many owned other types of devices, more than half of 13 to 29 year olds owned or used a mobile device that could be used for gaming (e.g., iPad, iPhone, Android table / phone).

INTERVENTION SCI HARD was designed based on the needs and strengths of individuals with SCI/D while being responsive to identified gaps and challenges in health care provision in this population. Current theories of health behavior and standard practices for game development shaped its development. In particular, we referred to the previously described model proposed by Ritterband et al. for behavior change using internet interventions and prioritized fun and engagement in the design process. The program focuses on enhancing skills, encouraging positive health behaviors and empowering people within their own environments, recognizing that people have different resources and abilities. By teaching skills to better manage health, this self-management program should not only reduce the occurrence of complications but should also promote higher levels of social integration and QOL. In particular, playing the game should allow players to recognize the consequences of their behaviors as actions and inactions are tied to visible results and substantial changes in statistics.

As currently developed, SCI Hard is available on both IOS (Apple Mobile Operating System) and Android platforms. Play time is approximately 5 hours and requires individuals to be able to successfully manage their health before they will be able to complete all levels.

Purpose and Objectives The overall purpose is to evaluate the effects of the serious game SCI Hard on self-management skills, positive health behaviors and QOL. The program specifically targets adolescents and young adult with SCI/D.

Objectives are: 1) to improve self-management skills, including problem-solving, attitude about disability, and self-efficacy for managing health; 2) to increase performance of recommended health management behaviors; 3) to improve QOL; and 4) to determine the extent that dosage of game play impacts changes in any of these factors. .

All hypotheses posit that, following the intervention, differences will exist such that participants in the SCI Hard will show more positive outcomes than the control group members (an assessment of between group differences) and that these differences will be sustained over time (an assessment of within and between group differences). It is expected that, for the intervention group, degree of engagement with the game (or dosage or play time) will influence degree of improvements, thus our interest in examining within group differences.

Research Hypotheses H1: SCI Hard participants will show greater improvements in problem solving skills, healthy attitudes about disability, and SCI Self-efficacy than will control group members; these improvements will be sustained over time within and between groups.

H2: SCI Hard participants will endorse more positive health behaviors than control group members; these improvements will be sustained over time within and between groups.

H3: SCI Hard participants will have higher levels of QOL than control group members; these differences will be sustained over time within and between groups.

H4: Among SCI Hard participants, dosage of game play will be related to degree of change in self-management skills, health behaviors and QOL.

Being tested
SCI Hard
Keywords
videogame, health, behavior, mobile, spinal, cord, dysfunction
Medical subject headings
Spinal Cord Injuries, Spinal Dysraphism, Myelitis, Transverse, Postpoliomyelitis Syndrome, Syringomyelia, Spinal Stenosis, Spinal Neoplasms, Spinal Cord Diseases

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • SCI HardBehavioural

    The game SCI Hard is designed to enhance self-management skills in individuals with spinal cord injury

Study groups in NCT02341950
Study groupRoleWhat they receive
SCI HardExperimentalThis arm plays the SCI HARD game
Receives: Behavioral: SCI Hard
ControlNo interventionPlays an alternate, publicly available game

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Change in scores on the Appraisals of Disability: Primary and Secondary Scale (ADAPSS) (used to assess change over time)

    Used to assess change over time in six dimensions of appraisal: fearful despondency, overwhelming disbelief, determined resolve, growth and resilience, negative perceptions of disability, and personal agency.

    Measured: change scores at 1 months and 3 months (baseline to 1 month; baseline to 3 months; 1 month to 3 months)

  2. Change in scores on the Disability Management Self-Efficacy Scale - Short

    Used to assess change over time in the extent that the person with a SCI feels they can manage their health and keeping it from interfering with their life

    Measured: change scores at 1 months and 3 months (baseline to 1 month; baseline to 3 months; 1 month to 3 months)

  3. Change in scores on the Effective Consumer Scale

    Used to assess change over time in how effective people are at dealing with their chronic condition and making decisions about their health care".

    Measured: change scores at 1 months and 3 months (baseline to 1 month; baseline to 3 months; 1 month to 3 months)

Secondary outcomes (6)
  1. Frequency & Interval of game play

    Transmitted wirelessly while participant is playing the game

    Measured: Information about dosage of play

  2. Change in scores on the SCI/D Self-monitoring inventory

    Used to assess change over time in self-monitoring

    Measured: change scores at 1 months and 3 months (baseline to 1 month; baseline to 3 months; 1 month to 3 months)

  3. Change in scores on the Social Problem Solving Inventory - Revised: Short Form

    Used to assess change over time in 4 dimensions of problem solving: negative

    Measured: change in scores on the SPSI-R from baseline (baseline to 1 month; baseline to 3 months; 1 month to 3 months)

  4. Change in scores on the Craig Handicap Assessment and Reporting Technique - Short Form (CHART-SF)

    Used to assess change over time in impairments and disabilities that result in handicaps in the years after initial rehabilitation.

    Measured: change scores at 1 months and 3 months (baseline to 1 month; baseline to 3 months; 1 month to 3 months)

  5. Change in scores on the WHOQOL-BREF (World Health Organization Quality of Life)

    Used to assess change over time in specific domains of health related Quality of Life

    Measured: change scores at 1 months and 3 months (baseline to 1 month; baseline to 3 months; 1 month to 3 months)

  6. Change in scores on the Spinal Cord Injury Lifestyle Scale

    Used to assess change over time in health behaviors that may have an indirect effect on complications

    Measured: change scores at 1 months and 3 months (baseline to 1 month; baseline to 3 months; 1 month to 3 months)

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted19 Jan 2015 (estimated)
  2. Study start5 Feb 2015
  3. Primary completion1 Sep 2017
  4. Study completion1 Sep 2017

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
184 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT02341950
Sponsor's protocol ID
UM-RERC-82972
Status last verified
Feb 2019
First submitted
16 Dec 2014
Last updated
22 Feb 2019
Results posted
No
Data monitoring committee
No
Individual data sharing
No: Individual patient data is not planned to be released.

Questions about this trial

What is this clinical trial studying?

A study testing SCI Hard in people with Spinal Cord Injury and Spinal Cord Involvement, run by University of Michigan at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 4 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 22 Feb 2019. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Change in scores on the Appraisals of Disability: Primary and Secondary Scale (ADAPSS) (used to assess change over time) (time frame: change scores at 1 months and 3 months (baseline to 1 month; baseline to 3 months; 1 month to 3 months)). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 22 Feb 2019.

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