Video Game for Leukemia and Lymphoma
What You Need to Know Before You Apply
What is the purpose of this trial?
This trial explores whether playing a video game can improve health habits for individuals who have undergone a stem cell transplant due to leukemia or lymphoma. Participants will either join a focus group to discuss game design or play the game for three weeks and provide feedback. The trial seeks English-speaking individuals who have leukemia or lymphoma, have received a stem cell transplant for the first time, and do not have vision or cognitive issues. As an unphased trial, this study offers a unique opportunity to contribute to innovative research that could enhance recovery experiences for future patients.
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's best to discuss this with the trial coordinators or your doctor.
What prior data suggests that this video game is safe for stem cell transplant survivors?
Research has shown that digital mental health tools, like the online program in this trial, are usually easy to use. Studies have found that these tools can improve mental health, such as reducing anxiety. While some individuals might experience minor issues, serious side effects are rare.
This trial seeks feedback on a video game designed for people who have had stem cell transplants. The main focus is on the game's appearance and functionality, not on medical treatment, which means there is a low risk of harm. Participants will share their thoughts in group discussions or try the game for a few weeks, which is unlikely to cause any major side effects.
Overall, the program appears safe based on current research and because it does not involve any physical procedures.12345Why are researchers excited about this trial?
Researchers are excited about this trial because it explores a novel approach to improving outcomes for stem cell transplant survivors through an interactive video game. Unlike traditional post-transplant care, which often focuses on medication and physical rehabilitation, this approach uses gamification to engage patients in their recovery process. The trial aims to identify specific design features and preferences that enhance the game's effectiveness, potentially offering a more personalized and enjoyable recovery experience. By leveraging technology, this intervention could provide a unique way to improve mental well-being and overall quality of life for survivors.
What evidence suggests that this video game is effective for improving health behaviors in stem cell transplant survivors?
Research has shown that online programs can effectively improve mental health and behavior. A review of studies found these programs promising for preventing mental disorders and supporting traditional treatments. Studies indicate they can significantly reduce depression and loneliness across various groups. Better participation and belief in the treatment often lead to improved outcomes. In this trial, participants in Group II will access an online video game designed for stem cell transplant survivors, which might help improve their health habits. Meanwhile, participants in Group I will attend a focus group to provide feedback on design elements and preferences for the initial prototype.678910
Who Is on the Research Team?
Susan K Peterson
Principal Investigator
M.D. Anderson Cancer Center
Are You a Good Fit for This Trial?
Inclusion Criteria
Timeline for a Trial Participant
Screening
Participants are screened for eligibility to participate in the trial
Focus Group
Patients attend a focus group for up to 1.5 hours and provide feedback on design elements, specific desirable features, and preferences for the initial prototype
Game Access
Patients have access to the game for 3 weeks and then provide feedback on problems or questions regarding the use of the prototype
Follow-up
Participants are monitored for feedback and effectiveness of the game intervention
What Are the Treatments Tested in This Trial?
Interventions
- Focus Group
- Internet-Based Intervention
- Interview
How Is the Trial Designed?
2
Treatment groups
Experimental Treatment
Patients have access to the game for 3 weeks and then provide feedback on problems or questions regarding the use of the prototype.
Patients attend a focus group for up to 1.5 hours and provide feedback on design elements, specific desirable features, and preferences for the initial prototype.
Find a Clinic Near You
Who Is Running the Clinical Trial?
M.D. Anderson Cancer Center
Lead Sponsor
National Cancer Institute (NCI)
Collaborator
Citations
Assessing the effectiveness of internet-based interventions for ...
Results indicated that, on average, participants in FTF CBT completed 83.9% of their treatment, a figure not significantly different from ...
Who benefits from guided internet-based interventions? A ...
Better adherence, treatment credibility, and working alliance emerged as conclusive predictors/moderators for better outcome.
3.
bmcpsychiatry.biomedcentral.com
bmcpsychiatry.biomedcentral.com/articles/10.1186/s12888-024-06046-xEffectiveness of internet-based self-help interventions for ...
Meta-analysis indicated that Internet-based self-help therapies significantly reduced depression scores in adolescents and young adults.
A Systematic Review and Meta-Analysis - JMIR Mental Health
Conclusions: Internet-based interventions are a promising approach to prevention of mental disorders, enhancing existing methods. Study results ...
Efficacy of an Internet-based self-help intervention with ...
ICBT effectively alleviated loneliness, and guidance increased the reduction in loneliness compared to automated messages.
The Safety of Digital Mental Health Interventions
This study aims to review the literature to assess how DMHIs assess safety, what risks are reported, and how they are mitigated in both the research and ...
Systematic review and meta-analysis of adverse events in ...
Mental health apps are efficacious, yet they may pose risks in some. This review (CRD42024506486) examined adverse events (AEs) from mental health apps.
Is Self-Help Dangerous? Examination of Adverse Effects ...
Examine possible unwanted effects of an internet-based self-help intervention in individuals with body-focused repetitive behaviors (BFRBs).
The Safety of Digital Mental Health Interventions
To ensure user safety, it is important to improve the visibility and accessibility of side effect information by adopting new methods of ...
Assessing the effectiveness of internet-based interventions ...
Our findings suggest a significant association between IBIs and improved mental health outcomes, with particular effectiveness noted in treating anxiety ...
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