play2PREVENT Lab at the Yale Center for Health & Learning Games, Department of Internal Medicine, Yale School of Medicine, New Haven, CT, United States of America.
Yale Child Study Center, New Haven, CT, United States of America.
PLoS One. 2023 Sep 8;18(9):e0291298. doi: 10.1371/journal.pone.0291298. eCollection 2023.
Adolescents who engage in non-opioid substance misuse and/or experience mental health symptoms are at greater risk of misusing opioids and/or developing opioid use disorder. Adolescence is a critical developmental period to both prevent the initiation of opioid misuse and target mental health. To date, there are no digital health games targeting both conditions. We describe the protocol for a randomized controlled trial designed to assess the efficacy of an original digital health game, PlaySmart. Five hundred and thirty-two adolescents aged 16-19 years old, who are at greater risk for initiating opioid misuse are recruited from 10 Connecticut school-based health sites. Participants are randomized to PlaySmart or a set of time/attention control videogames. Randomization was stratified by sex at birth and school grade. Participants play their assigned game or games for up to six weeks (300 minutes) and complete assessment questions over a 12-month period (baseline, post-gameplay, 3, 6, and 12 months). The primary outcome is perception of risk of harm of opioid misuse at 3 months. Secondary outcome measures specific to opioid misuse include intentions, self-efficacy, attitudes, knowledge, and perceived norms. Mental health outcomes include measures of depression (Patient Health Questionnaire-8), anxiety (Generalized Anxiety Disorder-7), help-seeking behaviors, stigma, measures of self-regulation, self-efficacy to seek professional help for mental health, and knowledge around coping skills. PlaySmart has the potential to significantly reduce the risk of initiation of opioid misuse, improve mental health outcomes, and given its high levels of engagement and accessibility, holds the promise for extensive reach, scale, and impact for adolescents. Trial registration: ClinicalTrials.gov: NCT04941950. Registered on 23 June 2021.
青少年若滥用非阿片类物质和/或出现心理健康症状,则更有可能滥用阿片类药物和/或患上阿片类药物使用障碍。青少年时期是预防阿片类药物滥用和解决心理健康问题的关键发展阶段。迄今为止,尚无针对这两种疾病的数字健康游戏。我们描述了一项随机对照试验的方案,旨在评估一款原创数字健康游戏 PlaySmart 的疗效。该研究从康涅狄格州的 10 个学校卫生中心招募了 532 名年龄在 16 至 19 岁、有更高风险开始滥用阿片类药物的青少年。参与者随机分配到 PlaySmart 或一组时间/注意力控制视频游戏。随机化按出生时的性别和学校年级分层。参与者最多玩 6 周(300 分钟)他们被分配的游戏,并在 12 个月的时间内(基线、游戏后、3、6 和 12 个月)完成评估问题。主要结局是 3 个月时对阿片类药物滥用危害的感知风险。针对阿片类药物滥用的次要结局指标包括意图、自我效能、态度、知识和感知规范。心理健康结局包括抑郁(患者健康问卷-8)、焦虑(广泛性焦虑障碍-7)、寻求帮助行为、耻辱感、自我调节措施、寻求专业帮助心理健康的自我效能感以及应对技能知识。PlaySmart 有可能显著降低开始滥用阿片类药物的风险,改善心理健康结局,并且由于其高参与度和可及性,有望为青少年带来广泛的覆盖范围、规模和影响。
ClinicalTrials.gov:NCT04941950。于 2021 年 6 月 23 日注册。