Opioid Misuse Clinical Trial
Official title:
A Digital Intervention to Prevent the Initiation of Opioid Misuse in Adolescents in School-based Health Centers
Verified date | June 2022 |
Source | Yale University |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
This study's specific aims were to: develop a digital intervention as a prevention intervention through focus groups with 40 youth; pilot-test the developed digital intervention with 30 adolescents, using methods from the investigator's prior research; develop implementation strategies and partners through focus groups with 50 School Based Health Alliance affiliates and 30 adolescents from an Advisory Council.
Status | Completed |
Enrollment | 33 |
Est. completion date | August 31, 2021 |
Est. primary completion date | August 31, 2021 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | All |
Age group | 16 Years to 19 Years |
Eligibility | Inclusion Criteria: - Adolescent participants must attend high school that has a school-based health center, to participate in pilot testing Exclusion Criteria: - Failure to meet Inclusion Criteria |
Country | Name | City | State |
---|---|---|---|
United States | Yale School of Medicine | New Haven | Connecticut |
Lead Sponsor | Collaborator |
---|---|
Yale University | National Institute on Drug Abuse (NIDA) |
United States,
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Knowledge Questions | Participants were asked 5 true/false knowledge questions pre/post gameplay. | Post Gameplay, up to 1 week | |
Primary | Perception of Risk of Harm | Participants were asked 5 perception of harm questions then asked to rate the questions on a 4-point scale (no risk to great risk). Change in perception of risk of harm pre/post gameplay was measured to assess this outcome. | Post Gameplay, up to 1 week | |
Primary | Gameplay Experience | Gameplay experience was assessed using 8 statements to be rated on a scale of 1-5 (1= Not at all, 5= A lot) such as "I was absorbed in this experience" and "I understood the stories in PlaySmart." Each item was assessed individually to assess gameplay experience. | Post Gameplay, up to 1 week | |
Primary | Beta Test a Storyline of PlaySmart Game | Each storyline was randomly tested by 4 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task. | Post Gameplay, up to 1.5 hour | |
Primary | Beta Test PlaySmart Risk Sense Mini Game | Each level of the Risk Sense mini game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay. Presented are counts of participants that successfully completed this task. | Post Gameplay, up to 1.5 hour | |
Primary | Beta Test PlaySmart Full Game: Character Development Focus | The PlaySmart Full Game was randomly tested by 3 users and they provided qualitative feedback during focus groups post gameplay focused on character development. Presented are counts of participants that successfully completed the task. | Post Gameplay, up to 1 week |
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