Outcome
Type |
Measure |
Description |
Time frame |
Safety issue |
Other |
Change From Baseline in Suicide Risk at 3-months |
The Ask Suicide Screen Questions (ASQ) is a validated 5-question screening tool to determine suicide risk. |
Baseline, and at 3-Months. |
|
Primary |
Measuring Usability at Post-Gameplay |
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. |
Immediately after Gameplay, up to 30 minutes |
|
Primary |
Assessing the Digital Experience at Post-Gameplay |
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. |
Immediately after Gameplay, up to 30 minutes |
|
Primary |
Measuring User Experience at Post-Gameplay |
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. |
Immediately after Gameplay, up to 30 minutes |
|
Primary |
Measuring Acceptability at Post-Gameplay |
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. |
Immediately after Gameplay, up to 30 minutes |
|
Primary |
Measuring Feasibility at Post-Gameplay |
Feasibility 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. |
Immediately after Gameplay, up to 30 minutes |
|
Secondary |
Change From Baseline in Coping Strategies on Brief COPE Scale at Post-gameplay and 3-months |
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. |
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months. |
|
Secondary |
Change From Baseline in Emotion Regulation at Post-gameplay and 3-months |
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. |
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-months |
|
Secondary |
Percentage of Adolescents Thriving Post-gameplay and 3-months. |
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. |
Immediately after Gameplay (up to 30 minutes), and at 3-Months. |
|
Secondary |
Change From Baseline in Mindfulness at Post Gameplay and 3-months |
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. |
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-months |
|
Secondary |
Change From Baseline in Intentions to Use a Safety Approach at Post-gameplay and 3-months. |
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. |
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months. |
|
Secondary |
Change From Baseline in Knowledge About the Safety Planning Approach at Post-gameplay and 3-months. |
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. |
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months |
|
Secondary |
Change From Baseline in Severity of Suicidal Thoughts and Associative Behaviors on Concise Health Risk Tracking Self-Report (CHRT-SR) at 3-months. |
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. |
Baseline, and at 3-Months. |
|
Secondary |
Change From Baseline in Anxiety at 3-months. |
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. |
Baseline, and at 3-Months. |
|
Secondary |
Change From Baseline in Depression at 3-months. |
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. |
Baseline, and at 3-Months. |
|
Secondary |
Change From Baseline in Help-Seeking Behavior at Post-gameplay and 3-months. |
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. |
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months. |
|
Secondary |
Mean Number of Days of Substance Misuse in the Past 30 Days |
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. |
Baseline, and at 3-Months. |
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