Clinical trial NCT03957798: Evaluation of a Motion-Activated Refusal-Skills Training Video Game for Prevention of Substance Use Disorder Relapse
Official title: Evaluation of a Motion-Activated Refusal-Skills Training Video Game for Prevention of Substance Use Disorder Relapse
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Relapse
Opioid Use
Marijuana Usage
Lead sponsor: George Washington University
Sponsor class: OTHER
Collaborators: name: Maryland Treatment Centers
First posted: 2019-05-21
Enrollment: 80
Sex: ALL
Minimum age (years): 15
Maximum age (years): 25
Standard ages: CHILD
ADULT
Accepts healthy volunteers: no
Allocation: RANDOMIZED
Intervention model: PARALLEL
Primary purpose: TREATMENT

Brief summary: The project proposes to continue the development of an intervention for relapse prevention in the form of a professional quality video game which rewards drug-rejecting physical motions and spoken refusal phrases. Phase I research findings showed that youth in recovery experienced increased low craving levels, strong levels of satisfaction, and interest in attending treatment sessions where the intervention is available - an important outcome since failure to attend treatment is highly correlated with relapse. In Phase II, the investigators propose to modify and expand the prototype based on customer feedback from treatment centers, counselors and patients. The investigators will test the effectiveness of the motion and voice-controlled game in a randomized controlled trial of youths in treatment for opioid use disorder who have access to the game for a month. The investigators will measure the effect of gameplay on successful completion of detoxification/inpatient treatment and rates of linkage to next level of outpatient treatment. The investigators will also measure the effect of gameplay compared to treatment as usual (TAU) during a subsequent episode of outpatient treatment (following inpatient), on rates of treatment attendance, treatment retention, urine drug test results, substance use self-report, treatment alliance, drug craving, and treatment satisfaction.


Eligibility criteria: Inclusion Criteria:

* attending the MMTC inpatient program for primarily opioid or marijuana use disorder treatment
* ability to speak English

Exclusion Criteria:

* presence of a comorbid psychiatric condition that would make participation unsafe (eg, acute suicidality or unstable psychosis)
* pregnancy (because of the physical exertion required to play the game)

Primary outcomes:
measure: Change in craving
timeFrame: baseline, discharge (up to 2 weeks from baseline), 4 week, 8 week
measure: Change in self-efficacy
timeFrame: baseline, discharge (up to 2 weeks from baseline), 4 week, 8 week
Secondary outcomes:
measure: Refusal Skill
timeFrame: 4 week
measure: Abstinence of drug use
timeFrame: Baseline, 4 week, 8 week
Other outcomes:
measure: Counselor Alliance
timeFrame: discharge (up to 2 weeks from baseline), 4 week, 8 week
measure: Treatment Rating
timeFrame: 4 week, 8 week
Locations:
Study officials:
affiliation: Media Rez LLC
name: Daniel Greenberg, BFA
role: PRINCIPAL_INVESTIGATOR
References:
citation: Abroms LC, Fishman M, Vo H, Chiang SC, Somerville V, Rakhmanov L, Ruggiero M, Greenberg D. A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial. JMIR Serious Games. 2019 May 23;7(2):e11716. doi: 10.2196/11716.