336 Participants Needed

Serious Game Intervention for Breast and Gynecologic Cancers

TH
Overseen ByTeresa H Thomas, PhD, RN
Age: 18+
Sex: Female
Trial Phase: Academic
Sponsor: University of Pittsburgh
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

Individuals with cancer must overcome multiple, ongoing challenges ("self-advocate") related to their cancer experience to receive patient-centered care. Women with metastatic cancer often face significant challenges managing their quality of life concerns and cancer- and treatment-related symptoms. If they do not self-advocate to manage these concerns, they risk having poor quality of life, high symptom burden, and care that is not patient-centered. Serious games (video games that teach) are effective health interventions that allow users to vicariously engage in situations reflecting their personal experiences, receive meaningful information, and learn personally relevant skills that they can apply in real life. The goal of the current study is to test the efficacy of a novel intervention using a serious game platform to teach self-advocacy skills to women with advanced cancer. The Strong Together intervention consists of a multi-session, interactive serious game application with tailored self-advocacy goal-setting and training. The serious game is based on a self-advocacy conceptual framework and applies behavior change theories and serious game mechanisms to promote skill development and implementation. The game works by immersing users in the experiences of characters who are women with advanced cancer; requiring users to make decisions about how the characters self-advocate; demonstrating the positive and negative consequences of self-advocating or not, respectively; and providing multiple, individualized feedback mechanisms and game features to enforce self-advocacy skill acquisition and transference to real life.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications. It seems focused on using a video game to teach self-advocacy skills, so it's unlikely to require changes to your medication.

What data supports the effectiveness of the treatment Strong Together serious game for breast and gynecologic cancers?

Research shows that serious games, like the Strong Together game, can help women with advanced breast or gynecologic cancer improve their self-advocacy skills, which means they can better communicate their needs and priorities to their healthcare providers.12345

Is the Serious Game Intervention for Breast and Gynecologic Cancers safe for humans?

The research on serious games for cancer patients, including those for breast and gynecologic cancers, suggests they are generally safe and well-accepted by participants. These games are designed to help with self-advocacy and managing treatment side effects, and no safety concerns have been reported in the studies.16789

How is the Strong Together treatment different from other treatments for breast and gynecologic cancers?

The Strong Together treatment is unique because it is a serious game (an educational video game) designed to help women with advanced breast or gynecologic cancer develop self-advocacy skills, which are important for ensuring their care meets their personal needs and priorities. Unlike traditional treatments, this game focuses on empowering patients through interactive learning rather than direct medical intervention.1261011

Eligibility Criteria

This trial is for women over 18 with advanced breast or gynecologic cancer, who can read and write in English, have a life expectancy of at least 6 months, and are not on hospice care or have unstable mental health disorders. They should be able to perform daily activities with minimal assistance.

Inclusion Criteria

I am female.
I was diagnosed with late-stage gynecological or breast cancer recently and am not being treated for a cure.
Your doctor believes you will live for at least 6 more months.
See 2 more

Exclusion Criteria

Impaired cognition (per health record)
You have a mental health disorder that is not stable or controlled.
I am currently receiving hospice care.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Treatment

Participants engage with the Strong Together serious game intervention to learn self-advocacy skills

6 months
Sessions are conducted virtually through a tablet computer

Follow-up

Participants are monitored for changes in self-advocacy, symptom burden, and quality of life

6 months

Treatment Details

Interventions

  • Enhanced Care as Usual
  • Strong Together serious game
Trial Overview The study tests the 'Strong Together' serious game designed to teach self-advocacy skills to these women. It's an interactive game that simulates real-life scenarios where players make decisions impacting their care quality and learn from the outcomes.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Serious game interventionExperimental Treatment1 Intervention
Participants receive the Strong Together serious game program on a tablet computer.
Group II: Enhanced care as usualActive Control1 Intervention
Participants receive a paper-based self-advocacy guide.

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Pittsburgh

Lead Sponsor

Trials
1,820
Recruited
16,360,000+

National Institutes of Health (NIH)

Collaborator

Trials
2,896
Recruited
8,053,000+

National Cancer Institute (NCI)

Collaborator

Trials
14,080
Recruited
41,180,000+

Findings from Research

The study involved 78 women with advanced breast or gynecologic cancer, and the serious game intervention 'Strong Together' was found to be feasible and acceptable, with high engagement rates (84% completed โ‰ฅ75% of the game).
Participants who used the game showed significant improvements in self-advocacy skills at both 3 and 6 months compared to those receiving standard care, suggesting that this intervention could enhance patient-centered care in cancer treatment.
The feasibility, acceptability, and preliminary efficacy of a self-advocacy serious game for women with advanced breast or gynecologic cancer.Thomas, TH., Bender, C., Donovan, HS., et al.[2023]
The mHealth TLC game was found to be believable and appropriate for clinic use, helping lung cancer patients improve their communication skills with healthcare providers during virtual visits.
Participants reported that the game could potentially reduce lung cancer stigma and enhance patient self-management, highlighting the importance of collaboration between game developers and healthcare experts in creating effective health games.
Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): a virtual world health game for lung cancer patients.Brown-Johnson, CG., Berrean, B., Cataldo, JK.[2019]
The iPEHOC intervention, which integrates patient-reported outcomes (PROs) into cancer care, resulted in a significant reduction in emergency department visits among patients compared to controls, indicating potential benefits in managing cancer-related distress.
Patients exposed to the intervention showed lower rates of palliative care and psychosocial oncology visits, as well as fewer prescriptions for antidepressants, suggesting that PROs may help streamline care, although there was an increase in opioid prescriptions that warrants further investigation.
Integration of patient-reported outcomes (PROs) for personalized symptom management in "real-world" oncology practices: a population-based cohort comparison study of impact on healthcare utilization.Howell, D., Li, M., Sutradhar, R., et al.[2021]

References

The feasibility, acceptability, and preliminary efficacy of a self-advocacy serious game for women with advanced breast or gynecologic cancer. [2023]
Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): a virtual world health game for lung cancer patients. [2019]
Integration of patient-reported outcomes (PROs) for personalized symptom management in "real-world" oncology practices: a population-based cohort comparison study of impact on healthcare utilization. [2021]
Challenges of evaluating a computer-based educational programme for women diagnosed with early-stage breast cancer: a randomised controlled trial. [2018]
The Effects of Virtual Reality on Anxiety and Self-Efficacy Among Patients With Cancer: A Pilot Study. [2021]
Using Serious Games to Increase Prevention and Self-Management of Chemotherapy-Induced Nausea and Vomiting in Older Adults With Cancer. [2021]
Characteristics Associated with Participation in ENGAGED 2 - A Web-based Breast Cancer Risk Communication and Decision Support Trial. [2022]
A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. [2022]
Using a community advisory board to develop a serious game for older adults undergoing treatment for cancer. [2019]
10.United Statespubmed.ncbi.nlm.nih.gov
Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer. [2015]
ICOnnecta't: Development and Initial Results of a Stepped Psychosocial eHealth Ecosystem to Facilitate Risk Assessment and Prevention of Early Emotional Distress in Breast Cancer Survivors' Journey. [2022]
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