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The Impact of Gaming on Functioning Among People With Schizophrenia (GAME-A)

Primary Purpose

Psychotic Disorder

Status
Recruiting
Phase
Not Applicable
Locations
Finland
Study Type
Interventional
Intervention
Entertainment gaming
Sponsored by
University of Turku
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional treatment trial for Psychotic Disorder focused on measuring psychotic disorder, gaming, functioning

Eligibility Criteria

18 Years - 60 Years (Adult)All SexesDoes not accept healthy volunteers

Inclusion Criteria: Finnish speaking A formal diagnosis of psychotic disorders (F20-F29, ICD-10; to be identified in medical records or other reliable sources by staff) Age between 18 and 60 years old Ability to participate in the study based on their own free will Ability to provide written informed consent Exclusion Criteria: Clinical diagnostic criteria for a current major depressive, manic or hypomanic episode or mental retardation (ICD-10) Severe visual impairment Signs or diagnosis of gaming addiction Lack of ability to decide one's own participation (under guardianship) Substance abuse (other than nicotine dependence) Head injury, hemiplegia, or other neurological disorder Electroconvulsive therapy (ECT) in the past six months

Sites / Locations

  • City of HelsinkiRecruiting

Arms of the Study

Arm 1

Arm 2

Arm Type

Experimental

No Intervention

Arm Label

Gaming

Treatment as usual (TAU)

Arm Description

Gaming intervention with entertainment video games will be run in small groups (6-10 players) closely monitored by trained gaming facilitators. Pre-scheduled gaming sessions, about 60 minutes each, will be run twice a week over 10 weeks (totally 20 hours).

Participants will join usual practices as planned in community services. No specific activities will be organized to them by the research team.

Outcomes

Primary Outcome Measures

Functioning
The change in functioning will be assessed with the Personal and Social Performance Scale. The instrument includes four domains: a) socially useful activities, b) personal and social relationships, c) self-care, and d) disturbing and aggressive behavior. Difficulty in each area is rated on a single item using a six-point scale (absent, mild, manifest but not marked, marked, severe, or very severe). A global item will be rated by the nurse, ranging from 1 to 100 in ten-point intervals: lower scores indicate poorer functioning.

Secondary Outcome Measures

Major symptoms of mental health
The symptoms of mental health will be assessed by the Behavior and Symptom Identification Scale®, which focuses on psychopathology and functioning, The instrument is a brief, patient self-reported measure with 24 items, structured based on six sub-scales (Depression and Functioning, Relationships, Self-Harm, Emotional Liability, Psychosis, Substance Abuse). Mean scores for sub-scales and the total score are calculated: the lower the score, the less frequent symptoms/difficulty.
Depressive symptoms
The severity of depression will be assessed with the Patient Health Questionnaire-9. The instrument includes nine items. The total score of this self-administered questionnaire is calculated. The range of the score vary between 0 and 27: the higher the score, the severe the depression.
Self-efficacy
Self-efficacy will be assessed using the General Self-Efficacy Scale ith 10 items. Responses of each items are summed up to create a composite score, which ranges grom 10-40: the higher score represent higher self-efficacy.
The quality of life
The quality of life will be assessed with the Quality of Life Enjoyment and Satisfaction. It is a self-report measure with 15 items. Each question is rated on a 5 point scale from 1 (very poor) to 5 (very good). The first 14 items are summed to form a total score, which can be reported as either the raw score (a maximum 70 points) or as percentage maximum possible, with higher scores indicating greater enjoyment and satisfaction of life. In addition, there is one item that is scored individually from 1 to 5 to describe overall life satisfaction.
Engagement with the intervention
Number of participants who have dropped out from the intervention (yes/no, n/%), experimental group only
Engagement with the study (%)
Number of participants who have dropped out from the study (yes/no, n/%)
Adverse effect: Relapse, a dosage increased
Number of participants with a dosage increase reported by staff (yes/no, n/%)
Adverse effect: Relapse, additional medicines prescribed
Number of participants with additional medicines prescription reported by staff (yes/no, n/%)
Adverse effect: Symptoms
Number of participants with an exacerbation of psychotic symptoms leading to any change in patient management (yes/no, n/%)
Adverse effect: Admission into psychiatric hospital (yes/no)
Number of participants admitted in psychiatric hospital (yes/no, n/%)
Adverse effect: The number of hospitalisations
The total number of admissions in psychiatric hospital (N)
Adverse effect: The number of hospital days
Total number of hospital days (N)
Adverse effect: Violent incidents
Number of participants with any violent incidents necessitating staff involvement (whether victim or accused, targeting to another person or property (yes/no, n/%)
Adverse effect: The number of violent incidents
Total number of any violent incidents necessitating staff involvement, whether victim or accused, targeting to another person or property (N)
Adverse effect: Self-harming
Number of participants with any self-harming behavior (e.g. suicide, an attempt of suicide) (yes/no, n/%)
Adverse effect: The number of self-harm incidents
Total number of any self-harming behavior (e.g. suicide, an attempt of suicide)
Adverse effect: Aggression
Buss-Perry Aggression Questionnaire-Short Form will assess patient aggression with 12 items and four subareas (anger, physical aggression, hostility, verbal aggression). Items are rated on a 5-point scale ranging from 1 ("extremely uncharacteristic of me") to 5 ("extremely characteristic of me"). The value of each item are calculated to form a total score: a higher score indicate higher aggressive behavior.
Adverse effect: Death
Death

Full Information

First Posted
January 9, 2023
Last Updated
February 15, 2023
Sponsor
University of Turku
Collaborators
City of Helsinki
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1. Study Identification

Unique Protocol Identification Number
NCT05707689
Brief Title
The Impact of Gaming on Functioning Among People With Schizophrenia
Acronym
GAME-A
Official Title
The Impact of Gaming on Functioning Among People With Schizophrenia: a Randomised Controlled Trial (GAME-A)
Study Type
Interventional

2. Study Status

Record Verification Date
February 2023
Overall Recruitment Status
Recruiting
Study Start Date
February 6, 2023 (Actual)
Primary Completion Date
June 30, 2024 (Anticipated)
Study Completion Date
January 30, 2025 (Anticipated)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Principal Investigator
Name of the Sponsor
University of Turku
Collaborators
City of Helsinki

4. Oversight

Studies a U.S. FDA-regulated Drug Product
No
Studies a U.S. FDA-regulated Device Product
No
Data Monitoring Committee
Yes

5. Study Description

Brief Summary
The goal of this clinical trial is to test whether gaming intervention works well for persons with psychotic disorder. The main question to be answered is whether gaming works well in improving functioning, some other clinical outcomes or causing any adverse effects. Researchers will compare gaming group to usual care.
Detailed Description
The overall goal of this study is to evaluate the effectiveness of gaming to improve functioning and clinical outcomes in people with psychotic disorders. Feasibility of the intervention will also be assessed. Our hypothesis are as follows: Primary hypothesis: Gaming is more effective on improving functioning 3- and/or 6-months follow-ups comparing to usual practices (TAU). Secondary hypotheses: Gaming is more effective on improving clinical outcomes and treatment acceptance (symptoms, self-efficacy, the quality of life, drop-out from intervention) at 3-and/or 6-months comparing to usual practices (TAU). Gaming do not cause more adverse effects up to 6 months, especially aggression at 3-and/or 6-months follow-ups comparing to usual practices (TAU). The effectiveness of the gaming will be assessed using a controlled clinical trial with a pragmatic, multi-center, two-arms parallel-group design. Feasibility will also be assessed.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Psychotic Disorder
Keywords
psychotic disorder, gaming, functioning

7. Study Design

Primary Purpose
Treatment
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Model Description
A controlled clinical trial with a pragmatic, multi-center, two-arms parallel-group design.
Masking
Investigator
Masking Description
Statisticians will be masked. Gaming facilitators, research assistant who collect the data or staff working in the study sites are not masked.
Allocation
Randomized
Enrollment
356 (Anticipated)

8. Arms, Groups, and Interventions

Arm Title
Gaming
Arm Type
Experimental
Arm Description
Gaming intervention with entertainment video games will be run in small groups (6-10 players) closely monitored by trained gaming facilitators. Pre-scheduled gaming sessions, about 60 minutes each, will be run twice a week over 10 weeks (totally 20 hours).
Arm Title
Treatment as usual (TAU)
Arm Type
No Intervention
Arm Description
Participants will join usual practices as planned in community services. No specific activities will be organized to them by the research team.
Intervention Type
Behavioral
Intervention Name(s)
Entertainment gaming
Intervention Description
If needed, gaming schedule will be tailored based on the participants' individual needs (working, studying, family issues) as long as the total gaming hours will be achieved. Participants are encouraged not to play video games during the study period. Participants' gaming interventions will be monitored carefully and recorded after each gaming session in specific gaming diary.
Primary Outcome Measure Information:
Title
Functioning
Description
The change in functioning will be assessed with the Personal and Social Performance Scale. The instrument includes four domains: a) socially useful activities, b) personal and social relationships, c) self-care, and d) disturbing and aggressive behavior. Difficulty in each area is rated on a single item using a six-point scale (absent, mild, manifest but not marked, marked, severe, or very severe). A global item will be rated by the nurse, ranging from 1 to 100 in ten-point intervals: lower scores indicate poorer functioning.
Time Frame
Day 0, Month 3, Month 6
Secondary Outcome Measure Information:
Title
Major symptoms of mental health
Description
The symptoms of mental health will be assessed by the Behavior and Symptom Identification Scale®, which focuses on psychopathology and functioning, The instrument is a brief, patient self-reported measure with 24 items, structured based on six sub-scales (Depression and Functioning, Relationships, Self-Harm, Emotional Liability, Psychosis, Substance Abuse). Mean scores for sub-scales and the total score are calculated: the lower the score, the less frequent symptoms/difficulty.
Time Frame
Day 0, Month 3, Month 6
Title
Depressive symptoms
Description
The severity of depression will be assessed with the Patient Health Questionnaire-9. The instrument includes nine items. The total score of this self-administered questionnaire is calculated. The range of the score vary between 0 and 27: the higher the score, the severe the depression.
Time Frame
Day 0, Month 3, Month 6
Title
Self-efficacy
Description
Self-efficacy will be assessed using the General Self-Efficacy Scale ith 10 items. Responses of each items are summed up to create a composite score, which ranges grom 10-40: the higher score represent higher self-efficacy.
Time Frame
Day 0, Month 3, Month 6
Title
The quality of life
Description
The quality of life will be assessed with the Quality of Life Enjoyment and Satisfaction. It is a self-report measure with 15 items. Each question is rated on a 5 point scale from 1 (very poor) to 5 (very good). The first 14 items are summed to form a total score, which can be reported as either the raw score (a maximum 70 points) or as percentage maximum possible, with higher scores indicating greater enjoyment and satisfaction of life. In addition, there is one item that is scored individually from 1 to 5 to describe overall life satisfaction.
Time Frame
Day 0, Month 3, Month 6
Title
Engagement with the intervention
Description
Number of participants who have dropped out from the intervention (yes/no, n/%), experimental group only
Time Frame
Through intervention completion, an average 3 months
Title
Engagement with the study (%)
Description
Number of participants who have dropped out from the study (yes/no, n/%)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: Relapse, a dosage increased
Description
Number of participants with a dosage increase reported by staff (yes/no, n/%)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: Relapse, additional medicines prescribed
Description
Number of participants with additional medicines prescription reported by staff (yes/no, n/%)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: Symptoms
Description
Number of participants with an exacerbation of psychotic symptoms leading to any change in patient management (yes/no, n/%)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: Admission into psychiatric hospital (yes/no)
Description
Number of participants admitted in psychiatric hospital (yes/no, n/%)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: The number of hospitalisations
Description
The total number of admissions in psychiatric hospital (N)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: The number of hospital days
Description
Total number of hospital days (N)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: Violent incidents
Description
Number of participants with any violent incidents necessitating staff involvement (whether victim or accused, targeting to another person or property (yes/no, n/%)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: The number of violent incidents
Description
Total number of any violent incidents necessitating staff involvement, whether victim or accused, targeting to another person or property (N)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: Self-harming
Description
Number of participants with any self-harming behavior (e.g. suicide, an attempt of suicide) (yes/no, n/%)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: The number of self-harm incidents
Description
Total number of any self-harming behavior (e.g. suicide, an attempt of suicide)
Time Frame
Through study completion, an average 6 months
Title
Adverse effect: Aggression
Description
Buss-Perry Aggression Questionnaire-Short Form will assess patient aggression with 12 items and four subareas (anger, physical aggression, hostility, verbal aggression). Items are rated on a 5-point scale ranging from 1 ("extremely uncharacteristic of me") to 5 ("extremely characteristic of me"). The value of each item are calculated to form a total score: a higher score indicate higher aggressive behavior.
Time Frame
Day 0, Month 3, Month 6
Title
Adverse effect: Death
Description
Death
Time Frame
Through study completion, an average 6 months
Other Pre-specified Outcome Measures:
Title
Feasibility of the study: Patient refusal
Description
Refusal rate (yes/no, n/%)
Time Frame
Through study completion, an average 6 months
Title
Feasibility of the intervention
Description
Feasibility of the intervention will be assessed using Feasibility of Intervention Measure, FIM. It includes four items. Responders are asked to rate one of five options (1= completely disagree, disagree, neither agree nor disagree, agree, completely agree). The sum score will ranges from 4 to 16: the higher the score, the better feasibility.
Time Frame
Month 3
Title
Fidelity of the intervention: The total number of gaming sessions
Description
The total number of gaming sessions participated out of 20 (N/%)
Time Frame
Through intervention, an average 3 months
Title
Fidelity of the intervention: The total intervention time
Description
Total intervention time in hours out of 20 hours (total hours/20, %)
Time Frame
Through intervention, an average 3 months
Title
Acceptability of the intervention
Description
Acceptability of the intervention will be assessed using the Acceptability of Implementation Measure, AIM. It includes four items. Responders are asked to rate one of five options (1= completely disagree, disagree, neither agree nor disagree, agree, completely agree). The sum score will range from 4 to 16: the higher the score, the better acceptability of the intervention.
Time Frame
Month 3
Title
Appropriateness of the intervention
Description
Appropriateness of the intervention will be assessed with the Implementation Appropriateness Measure, IAM. It includes four items. Responders are asked to rate one of five options (1= completely disagree, disagree, neither agree nor disagree, agree, completely agree). The sum score will ranges from 4 to 16: the higher the score, the more appropriate is the intervention.
Time Frame
Month 3
Title
Implementation process of the novel intervention (qualitative interviews)
Description
An organizational analysis will be conducted (Consolidated Framework for Implementation Research,CFIR); interviews with nursing staff of the study organisation will be conducted using five major domains: 1) Intervention characteristics (intervention source, evidence strength and quality, relative advantage etc.), 2) Outer setting (patient needs and resources, peer pressure, external policies and incentives, etc.), 3) Inner setting (structural characteristics, culture, implementation climate, etc.), 4) Characteristics of the individuals involved (knowledge and beliefs about the intervention, self-efficacy, individual stage of change, etc.), and 5) Process of implementation (planning, engaging, executing, etc.).
Time Frame
Through the study, an average 6 months

10. Eligibility

Sex
All
Minimum Age & Unit of Time
18 Years
Maximum Age & Unit of Time
60 Years
Accepts Healthy Volunteers
No
Eligibility Criteria
Inclusion Criteria: Finnish speaking A formal diagnosis of psychotic disorders (F20-F29, ICD-10; to be identified in medical records or other reliable sources by staff) Age between 18 and 60 years old Ability to participate in the study based on their own free will Ability to provide written informed consent Exclusion Criteria: Clinical diagnostic criteria for a current major depressive, manic or hypomanic episode or mental retardation (ICD-10) Severe visual impairment Signs or diagnosis of gaming addiction Lack of ability to decide one's own participation (under guardianship) Substance abuse (other than nicotine dependence) Head injury, hemiplegia, or other neurological disorder Electroconvulsive therapy (ECT) in the past six months
Central Contact Person:
First Name & Middle Initial & Last Name or Official Title & Degree
Maritta Välimäki, PhD
Phone
+358405599235
Email
mava@utu.fi
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Maritta Välimäki, PhD
Organizational Affiliation
University of Turku
Official's Role
Principal Investigator
Facility Information:
Facility Name
City of Helsinki
City
Helsinki
State/Province
South Finland
Country
Finland
Individual Site Status
Recruiting
Facility Contact:
First Name & Middle Initial & Last Name & Degree
Kati Sinivuori
Phone
+358-40 6375227
Email
kati.sinivuori@hel.fi

12. IPD Sharing Statement

Plan to Share IPD
No
IPD Sharing Plan Description
According to the Ethical Approval, the data will not be shared to other researchers. A meta-data of the study (a general description) will be openly available to researchers.
Citations:
PubMed Identifier
32459646
Citation
Choi WT, Yu DK, Wong T, Lantta T, Yang M, Valimaki M. Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey. J Med Internet Res. 2020 Jul 22;22(7):e14865. doi: 10.2196/14865.
Results Reference
background
PubMed Identifier
33539561
Citation
Roberts MT, Lloyd J, Valimaki M, Ho GW, Freemantle M, Bekefi AZ. Video games for people with schizophrenia. Cochrane Database Syst Rev. 2021 Feb 4;2(2):CD012844. doi: 10.1002/14651858.CD012844.pub2.
Results Reference
background
PubMed Identifier
28931385
Citation
Athanasopoulou C, Valimaki M, Koutra K, Lottyniemi E, Bertsias A, Basta M, Vgontzas AN, Lionis C. Internet use, eHealth literacy and attitudes toward computer/internet among people with schizophrenia spectrum disorders: a cross-sectional study in two distant European regions. BMC Med Inform Decis Mak. 2017 Sep 20;17(1):136. doi: 10.1186/s12911-017-0531-4.
Results Reference
background
PubMed Identifier
28490882
Citation
Valimaki M, Kuosmanen L, Hatonen H, Koivunen M, Pitkanen A, Athanasopoulou C, Anttila M. Connectivity to computers and the Internet among patients with schizophrenia spectrum disorders: a cross-sectional study. Neuropsychiatr Dis Treat. 2017 Apr 27;13:1201-1209. doi: 10.2147/NDT.S130818. eCollection 2017.
Results Reference
background

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The Impact of Gaming on Functioning Among People With Schizophrenia

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