ClinicalTrials.gg
CompletedNCT02341950Updated Feb 22, 2019

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

An interventional study of SCI Hard in Spinal Cord Injury, Spinal Cord Involvement and Spina Bifida, sponsored by University of Michigan. Completed at 1 site in United States. Open to participants aged 13 Years to 29 Years. Per ClinicalTrials.gov, last updated 2019-02-22.

Sponsored by University of Michigan · Not applicable, Interventional, and Prevention

Phase
Not applicable
Study type
Interventional
Enrollment
184
Allocation
Randomized
Ages
13 Years to 29 Years
Sex
All
01

Study 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. 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.

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.

02

Conditions studied

  • Spinal Cord Injury
  • Spinal Cord Involvement
  • Spina Bifida
  • Transverse Myelitis
  • Polio and Post-polio Syndrome
  • Syringomyelia
  • Spinal Stenosis
  • Spinal Neoplasms
  • Spinal Cord Diseases

Keywords

  • videogame
  • health
  • behavior
  • mobile
  • spinal
  • cord
  • dysfunction
03

In context

Spinal Cord Injuries

2,025 studies on the registry are indexed under Spinal Cord Injuries; 537 are open to participants now.

This study's enrollment of 184 is above the median of 24 across 1,633 interventional studies indexed under Spinal Cord Injuries.

Browse Spinal Cord Injuries studies →

Lead sponsor

University of Michigan is the lead sponsor of 1,506 studies on the registry; 192 are open to participants now.

Of its 169 completed or terminated interventional studies of FDA-regulated products, 133 (79%) have results posted.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
13 Years to 29 Years
Sexes eligible
All
Accepts healthy volunteers
No

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

Inclusion criteria

  • 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.

Exclusion criteria

Exclusion Criteria:

  • 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 process.
Terms in these criteria, in plain language(1)

Underlined terms in the criteria open these too. Explained by clinicaltrials.gg, not part of the registry record. The study team decides who can take part.

Informed consent

Before you join, the study team explains what taking part involves — its purpose, what happens, the risks and possible benefits — and answers your questions, so you can decide freely. Consent is usually recorded on a form (the informed consent form, ICF) signed by you or, where the law allows, by someone legally authorised to decide for you.

You can keep asking questions during the study, you are told of new information that matters, and you can choose to leave at any time.

05

Study design

Phase
Not applicable
Primary purpose
Prevention
Allocation
Randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
184 participants (actual)

Study arms

  • Experimental
    SCI Hard

    This arm plays the SCI HARD game

    Behavioral: SCI Hard

  • No intervention
    Control

    Plays an alternate, publicly available game

Interventions

  • BehavioralSCI Hard

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

06

What researchers measure

Primary outcomes

  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.

    Time frame: 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

    Time frame: 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".

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

Secondary outcomes

  1. Frequency & Interval of game play

    Transmitted wirelessly while participant is playing the game

    Time frame: 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

    Time frame: 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

    Time frame: 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.

    Time frame: 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

    Time frame: 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

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

07

Study locations

1 site
  • University of Michigan Health System
    Ann Arbor, Michigan 48108, United States
08

References and documents

Individual participant data

Plan to share: No — Individual patient data is not planned to be released.

No publications or documents are linked to this record.

09

Timeline

Tracking since Sep 25, 2026
ElapsedEstimatedEstimated, not yet reachedSimilar studies: half by the dot; the band is the middle halfHalf of similar studies reached it by the dot; the band is the middle half, from a quarter to three quarters

Ran from Feb 2015 to primary completion in Sep 2017, 30 months.

Of 790 non-industry interventional studies with no phase under Spinal Cord Injuries, half reached primary completion within 37 months of starting (the median), counting those still running; a quarter within 18 and three quarters within 65. This study's 30 months is below that.

Counting every sponsor, half of 839 studies reached it within 36 months; a quarter within 17 and three quarters within 64.

How these figures are worked out, and which studies are left out of them.

Registered
Dec 16, 2014
First posted
Jan 19, 2015
StartActual
Feb 5, 2015
Primary completionActual
Sep 1, 2017
CompletionActual
Sep 1, 2017
Last update
Feb 22, 2019
What these dates mean
Start.
When the first participant enrolled; while estimated, when the study expects to open to recruitment.
Primary completion.
When the last participant was examined or treated to collect data for the study's main question, its primary outcome. A study that stopped early gives the date its data collection stopped.
Completion.
When the last participant's last visit took place, for every outcome, secondary ones and side effects included: the end of the study. Often later than primary completion, sometimes the same day.
Actual and Est.
Actual means the registry says the date has happened. Est. (estimated) is a date the sponsor plans or expects. It can still move, and the sponsor is expected to change it to actual once it has passed.
No changes since tracking began. The registry record was last updated on Feb 22, 2019, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT02341950
Collaborators
National Institute on Disability, Independent Living, and Rehabilitation Research
Responsible party
Michelle Meade (Associate Professor, University of Michigan) — Principal investigator
First posted
Jan 19, 2015
Start date
Feb 5, 2015
Primary completion
Sep 1, 2017
Completion
Sep 1, 2017
Last update
Feb 22, 2019

Study contacts

Michelle A Meade, PhD
principal investigator · University of Michigan

Oversight

Data monitoring committee
No
View the source record on ClinicalTrials.gov ↗

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This study is completed, as verified in Feb 2019. You cannot join it, but the record below documents what was studied.

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