CClinicalTrials.gg
CompletedNCT05517382Updated Apr 10, 2024Results posted

A Digital Game Targeting Suicide Prevention in Adolescents Who Report Substance Misuse

An interventional study of supportED and Control in Substance Misuse and Suicide, sponsored by Yale University. Completed at 1 site in United States. Open to participants aged 13 Years to 19 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2024-04-10.

Sponsored by Yale University · Not applicable, Interventional, and Prevention

Phase
Not applicable
Study type
Interventional
Enrollment
61
Allocation
Randomized
Ages
13 Years to 19 Years
Sex
All
01

Study summary

The primary aim of this study is to design and develop a digital game that models the process of a safety planning intervention. To do so, the investigators will explore and better understand peer or student perceptions around potential warning signs, coping strategies, and seeking help among youth who may be at greater risk of suicide due to misuse of substances. Focus groups/interviews with adolescents, young adults, adults, and school-based behavioral health providers will be conducted. Findings will inform the development of a digital intervention to reduce the risk of suicide among adolescents who misuse substances. Once a prototype of the game is developed, play-test focus groups with adolescents, college-aged youth, and school-based mental health providers will be conducted to finalize the intervention. Once finalized, the investigators will conduct a pilot study with 60 adolescents aged 13-19 to assess user experience, acceptability and feasibility of the digital game.

Read the detailed description

Formative Work: In year 1, the aim is to design and develop a digital game that models the process of a safety planning intervention. To do so, the investigators will explore and better understand peer or student perceptions around potential warning signs, coping strategies, and seeking help among youth who may be at greater risk of suicide due to misuse of substances. Focus groups with adolescents, college-aged youth, and school-based mental health providers will be conducted. Findings will inform the development of a digital intervention to reduce the risk of suicide among adolescents who misuse substances. Once a prototype of the game is developed, the investigators will conduct play-test focus groups with adolescents and school-based mental health providers to finalize the digital game.

The focus of this clinical trial is the Pilot RCT: In year 2, the investigators will assess user experience, acceptability, and feasibility of the game as well as explore the following proximal outcomes such as but not limited to adolescent well-being, intentions to use a safety planning intervention, coping strategies, substance misuse in last 30 days, and associated risk factors related to suicidal risk (e.g., hopelessness, impulsivity, etc.).

02

Conditions studied

  • Substance Misuse
  • Suicide
03

In context

Suicide

701 studies on the registry are indexed under Suicide; 183 are open to participants now.

This study's enrollment of 61 is below the median of 104 across 560 interventional studies indexed under Suicide.

Browse Suicide studies →

Lead sponsor

Yale University is the lead sponsor of 1,724 studies on the registry; 298 are open to participants now.

Of its 210 completed or terminated interventional studies of FDA-regulated products, 126 (60%) have results posted.

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

04

Who can participate

Ages eligible
13 Years to 19 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Inclusion criteria

  • attend a high school that has a school-based behavioral health provider
  • be fluent in reading English during the consent/assent process
  • be willing to sit for a single session to complete pre-/post-assessments, engage with the game (\~45min), and participate in a post-gameplay focus group (if in the experimental group) for 60min
  • provide assent and parental/guardian consent (if\<age 18).

Exclusion criteria

Exclusion Criteria:

  • Any student who is actively suicidal and/or moderately severe to severely depressed will be flagged and immediately connected to the school-based provider on site.
  • If a student indicates moderately severe to severe symptoms of depression, student will be flagged and immediately connected to the school-based provider for a risk assessment and will follow appropriate school protocols. If student is cleared by the school-based provider, student may continue in the study and the school -based provider will follow up with student in two weeks.
  • If a student screens positive for suicide (but is not acutely suicidal), student will be flagged and immediately connected to school-based provider for a risk assessment and will follow appropriate school protocols. If student is cleared by school-based provider, student may continue in study and the school-based provider will follow up with student in two weeks.
  • If student is acutely suicidal, student will be flagged and immediately connected to school-based provider who will follow school protocol (e.g., contact 211, contact parent/guardian, etc.). They will be ineligible to participate in the study on this day. Student may not return to rescreen for participation for at least 2 weeks and only when they are no longer actively suicidal.

Rescreening: Participants will not have to repeat the questions related to static variables (such as demographics and past experiences), but the baseline assessment of dynamic variables will need to be repeated and meet eligibility requirements.

05

Study design

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

Study arms

  • Experimental
    supportED group

    Participants in this group will engage with the digital game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.

    Other: supportED

  • Other
    Control group

    Participants in this group will engage with a non-health-related game for one session (\~45min) and will receive NIDA and NIMH pamphlets on substance misuse and mental health for youth at the end of the session. Participants will use a dedicated device (e.g., tablet, laptop, or desktop) to access their digital experience on the web. The research staff and a school-based provider will be present to monitor gameplay, to provide support, if needed, and to field questions in person.

    Other: Control

Interventions

  • OthersupportED

    suicide prevention videogame

  • OtherControl

    non-health related videogame

06

What researchers measure

Primary outcomes

  1. 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.

    Time frame: Immediately after Gameplay, up to 30 minutes

  2. 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.

    Time frame: Immediately after Gameplay, up to 30 minutes

  3. 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.

    Time frame: Immediately after Gameplay, up to 30 minutes

  4. 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.

    Time frame: Immediately after Gameplay, up to 30 minutes

  5. 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.

    Time frame: Immediately after Gameplay, up to 30 minutes

Secondary outcomes

  1. 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.

    Time frame: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.

  2. 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.

    Time frame: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-months

  3. 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.

    Time frame: Immediately after Gameplay (up to 30 minutes), and at 3-Months.

  4. 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.

    Time frame: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-months

  5. 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.

    Time frame: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.

  6. 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.

    Time frame: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months

  7. 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.

    Time frame: Baseline, and at 3-Months.

  8. 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.

    Time frame: Baseline, and at 3-Months.

  9. 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.

    Time frame: Baseline, and at 3-Months.

  10. 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.

    Time frame: Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.

  11. 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.

    Time frame: Baseline, and at 3-Months.

Other outcomes

  1. 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.

    Time frame: Baseline, and at 3-Months.

07

Results

Posted Apr 10, 2024

Participant flow

Participant flow — Overall Study
MilestonesupportED GroupControl Group
Started3129
Completed baseline measures3129
Completed 3 month follow up3128
Completed3128
Not completed01
Withdrew: Lost to follow-up01

Outcome measures

PrimaryMeasuring 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.

Time frame:
Immediately after Gameplay, up to 30 minutes
Reported as:
Mean · score on a scale
Measuring Usability at Post-Gameplay
score on a scalesupportED Group
Total score mean2.73 ± 0.52
Usefulness4.39 ± 1.70
Ease of use4.58 ± 1.50
Satisfaction4.69 ± 1.76
Ease of learning5.07 ± 1.76
PrimaryAssessing 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.

Time frame:
Immediately after Gameplay, up to 30 minutes
Reported as:
Count of units · statements
Assessing the Digital Experience at Post-Gameplay
statementssupportED Group
Positive32
Negative27
PrimaryMeasuring 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.

Time frame:
Immediately after Gameplay, up to 30 minutes
Reported as:
Mean · score on a scale
Measuring User Experience at Post-Gameplay
score on a scalesupportED Group
Measuring User Experience at Post-Gameplay2.73 ± 0.52
PrimaryMeasuring 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.

Time frame:
Immediately after Gameplay, up to 30 minutes

No measurements were reported for this outcome.

PrimaryMeasuring 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.

Time frame:
Immediately after Gameplay, up to 30 minutes
Reported as:
Number · deviations
Measuring Feasibility at Post-Gameplay
deviationssupportED Group
RedCap Malfunction6
Incomplete assent form signed off on2
3-month form (first 3 measures) were completed at baseline.1
SecondaryChange 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.

Time frame:
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.
Reported as:
Least squares mean · score on a scale
Change From Baseline in Coping Strategies on Brief COPE Scale at Post-gameplay and 3-months
score on a scalesupportED GroupControl Group
Baseline60.72 (57.26 to 64.17)60.72 (57.26 to 64.17)
Post gameplay58.92 (55.19 to 62.64)57.02 (53.25 to 60.79)
3 months63.36 (59.23 to 67.49)62.91 (58.48 to 67.34)
SecondaryChange 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.

Time frame:
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-months
Reported as:
Least squares mean · score on a scale
Change From Baseline in Emotion Regulation at Post-gameplay and 3-months
score on a scalesupportED GroupControl Group
Baseline45.18 (42.34 to 48.02)45.18 (42.34 to 48.02)
Post gameplay40.72 (37.95 to 43.50)42.84 (39.99 to 45.69)
3 months42.72 (39.35 to 46.10)45.58 (42.08 to 49.08)
SecondaryPercentage 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.

Time frame:
Immediately after Gameplay (up to 30 minutes), and at 3-Months.
Reported as:
Number · percentage of participants
Percentage of Adolescents Thriving Post-gameplay and 3-months.
percentage of participantssupportED GroupControl Group
Baseline41.958.6
Post game51.658.6
3 month58.157.1
Statistical analysis
  • supportED Group vs Control Group · t-test, 2 sided · p = 0.20
  • supportED Group vs Control Group · t-test, 2 sided · p = 0.59
  • supportED Group vs Control Group · t-test, 2 sided · p = 0.94
  • supportED Group vs Control Group · GEE · p = 0.55Controlling for baseline thriving status, this reflects the interaction between the intervention group and time.
SecondaryChange 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.

Time frame:
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-months
Reported as:
Least squares mean · score on a scale
Change From Baseline in Mindfulness at Post Gameplay and 3-months
score on a scalesupportED GroupControl Group
Baseline3.47 (3.35 to 3.59)3.47 (3.35 to 3.59)
Post gameplay3.46 (3.32 to 3.59)3.37 (3.23 to 3.50)
3 months3.44 (3.29 to 3.59)3.28 (3.13 to 3.43)
Statistical analysis
  • supportED Group vs Control Group · Mixed Models Analysis · p = 0.1759 · Mean difference (net): -0.09 · 95% CI -0.23 to 0.04Group effect.
  • supportED Group vs Control Group · Mixed Models Analysis · p = 0.0857 · Mean difference (net): -0.16 · 95% CI -0.35 to 0.02Group effect.
SecondaryChange 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.

Time frame:
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.
Reported as:
Least squares mean · score on a scale
Change From Baseline in Intentions to Use a Safety Approach at Post-gameplay and 3-months.
score on a scalesupportED GroupControl Group
Baseline15.78 (14.33 to 17.24)15.78 (14.33 to 17.24)
Post gameplay17.84 (16.12 to 19.55)16.38 (14.63 to 18.13)
3 months16.65 (13.99 to 19.31)17.59 (14.81 to 20.38)
SecondaryChange 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.

Time frame:
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months
Reported as:
Least squares mean · score on a scale
Change From Baseline in Knowledge About the Safety Planning Approach at Post-gameplay and 3-months.
score on a scalesupportED GroupControl Group
Baseline6.32 (5.92 to 6.71)6.32 (5.92 to 6.71)
Post gameplay6.3 (5.78 to 6.82)6.23 (5.7 to 6.76)
3 months6.27 (5.74 to 6.81)6.13 (5.58 to 6.68)
SecondaryChange 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.

Time frame:
Baseline, and at 3-Months.
Reported as:
Least squares mean · score on a scale
Change From Baseline in Severity of Suicidal Thoughts and Associative Behaviors on Concise Health Risk Tracking Self-Report (CHRT-SR) at 3-months.
score on a scalesupportED GroupControl Group
Baseline9.33 (7.23 to 11.43)9.33 (7.23 to 11.43)
3 months8.26 (5.61 to 10.91)7.24 (4.44 to 10.04)
SecondaryChange 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.

Time frame:
Baseline, and at 3-Months.
Reported as:
Least squares mean · score on a scale
Change From Baseline in Anxiety at 3-months.
score on a scalesupportED GroupControl Group
Baseline5.25 (3.84 to 6.66)5.25 (3.84 to 6.66)
3 month3.59 (2.10 to 5.08)4.41 (2.84 to 5.99)
SecondaryChange 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.

Time frame:
Baseline, and at 3-Months.
Reported as:
Least squares mean · score on a scale
Change From Baseline in Depression at 3-months.
score on a scalesupportED GroupControl Group
Baseline5.25 (3.87 to 6.63)5.25 (3.87 to 6.63)
3 month3.96 (2.36 to 5.56)4.97 (3.29 to 6.65)
SecondaryChange 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.

Time frame:
Baseline, Immediately after Gameplay (up to 30 minutes), and at 3-Months.
Reported as:
Least squares mean · score on a scale
Change From Baseline in Help-Seeking Behavior at Post-gameplay and 3-months.
score on a scalesupportED GroupControl Group
Baseline41.02 (38.16 to 43.87)41.02 (38.16 to 43.87)
Post gameplay42.21 (39.2 to 45.22)42.53 (39.49 to 45.58)
3 month43.25 (39.79 to 46.71)42.57 (38.97 to 46.18)
SecondaryMean 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.

Time frame:
Baseline, and at 3-Months.
Reported as:
Mean · days
Mean Number of Days of Substance Misuse in the Past 30 Days
dayssupportED GroupControl Group
Baseline-Alcohol0.0322581 ± 0.17960530.137931 ± 0.5157614
3 months-Alcohol0 ± 00 ± 0
Baseline-Tobacco0 ± 00 ± 0
3 month-Tobacco0 ± 00 ± 0
Baseline-Marijuana0 ± 00 ± 0
3 month-Marijuana0 ± 00 ± 0
Other pre-specifiedChange 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.

Time frame:
Baseline, and at 3-Months.

Results for this outcome have not been posted.

Adverse events

Collected over up to 3 months. Non-serious events are listed at a 0% frequency threshold.

Adverse event summary by group
GroupDeathsSeriousOther
supportED Group0/31 (0%)0/31 (0%)0/31 (0%)
Control Group0/29 (0%)0/29 (0%)0/29 (0%)

Baseline characteristics

Age, Continuous
Age, Continuous(years)supportED GroupControl GroupTotal
Mean15.96 ± 1.0216.63 ± 1.2516.18 ± 1.14
Sex: Female, Male
Sex: Female, Male(Participants)supportED GroupControl GroupTotal
Female171734
Male141226
Ethnicity (NIH/OMB)
Ethnicity (NIH/OMB)(Participants)supportED GroupControl GroupTotal
Hispanic or Latino221941
Not Hispanic or Latino91019
Unknown or Not Reported000
Race/Ethnicity, Customized
Race/Ethnicity, Customized(Participants)supportED GroupControl GroupTotal
Race — American Indian or Alaska Native011
Race — Asian145
Race — Native Hawaiian or Other Pacific Islander000
Race — Black or African American437
Race — White171229
Race — More than one race448
Race — Unknown or Not Reported459
Race — Other101
Region of Enrollment
Region of Enrollment(participants)supportED GroupControl GroupTotal
United States312960
08

Study locations

1 site
  • Yale
    New Haven, Connecticut 06519, United States
09

References and documents

Study documents

  • Protocol and statistical analysis plan · Feb 1, 2023
  • Informed consent form · Oct 21, 2022

Documents are hosted by the registry — open the source record to download them.

10

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Apr 10, 2024, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
11

Registry details

Key details

Study ID
NCT05517382
Lead sponsor
Yale University
Collaborators
National Center for Advancing Translational Sciences (NCATS)
Responsible party
Sponsor
First posted
Aug 26, 2022
Start date
Dec 21, 2022
Primary completion
Feb 2, 2023
Completion
May 11, 2023
Results posted
Apr 10, 2024
Last update
Apr 10, 2024

Study contacts

Claudia-Santi F Fernandes, Ed.D., LPC
principal investigator · Yale University

Oversight

Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

Not currently enrolling

This study is completed, as verified in Mar 2024. You cannot join it, but the record below documents what was studied.

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