A video game increasing cancer risk perception and information seeking behavior among young-adult college students

ISRCTN ISRCTN15789289
DOI https://doi.org/10.1186/ISRCTN15789289
Secondary identifying numbers SBSIRB4555
Submission date
06/06/2015
Registration date
11/06/2015
Last edited
01/08/2016
Recruitment status
No longer recruiting
Overall study status
Completed
Condition category
Cancer
Prospectively registered
Protocol
Statistical analysis plan
Results
Individual participant data

Plain English summary of protocol

Background and study aims
Some lifestyle behaviours, such as smoking, drinking alcohol and unhealthy eating are learned during adolescence and increase drastically as the child develops into a young adult. By encouraging them to seek information about the disease, young adults may become more aware of cancer risks and what preventative measures they can take. Video games for health have advanced, becoming successful innovative tools used for health promotion and disease prevention. Here, we want to look at the impact of a video game called "Re-Mission" on young adult college students' tendency to perceive the severity of cancer, feel susceptible to cancer, and seek cancer-related information.

Who can participate?
Adults aged 18-40, attending college and happy to play video games.

What does the study involve?
Participants are randomly allocated into one of three groups. Those in group 1 play at game at the high challenge level. Those in group 2 play the same game at the low challenge level. Those in group 3 are given illustrated pictures of the game, which involves no challenge. Participants are asked to report on their information-seeking behaviour at the start of the study and then 10 days later. They are also asked about their perception of cancer and how susceptible they feel to cancer.

What are the possible benefits and risks of participating?
Not provided at time of registration

Where is the study run from?
University at Buffalo, the State University of New York (USA)

When is the study starting and how long is it expected to run for?
August 2011 to July 2013

Who is funding the study?
Investigator initiated and funded (USA)

Who is the main contact?
Dr Georges Khalil

Contact information

Dr Georges Khalil
Scientific

1155 Pressler St. Unit CPB3.3248
Houston
77030
United States of America

ORCiD logoORCID ID 0000-0003-2870-2365

Study information

Study designThree-arm randomized controlled (Time × Condition) factorial design
Primary study designInterventional
Secondary study designRandomised controlled trial
Study setting(s)School
Study typePrevention
Participant information sheet Not available in web format, please use contact details to request a participant information sheet
Scientific titleA video game promoting cancer risk perception and information seeking behavior among young-adult college students: a phase II randomized controlled trial
Study acronymThe Re-Mission Trial II
Study objectivesYoung adults playing Re-Mission at high challenge are more likely to perceive cancer risk and seek cancer-related information than young adults playing at low or no challenge. Cancer risk perception mediates the relationship between the intervention and information seeking behavior.
Ethics approval(s)Social and Behavioral Science Institutional Review Board of the University at Buffalo, the State University of New York, ref: SBSIRB 4555
Health condition(s) or problem(s) studiedCancer prevention
InterventionThe intervention being studied is a video game called "Re-Mission"TM (HopeLab, Redwood City, CA). The study involved 3 conditions:
1. An intervention group playing Re-Mission at high challenge (n=85)
2. An intervention group playing Re-Mission at low challenge (n=81)
3. A control group of no challenge (n=50), presented with illustrated pictures of Re-Mission
As opposed to low challenge, high challenge was conceptualized as a condition that arises from a set of obstacles that prevent the players from attaining their goals in the game.
Intervention typeBehavioural
Primary outcome measureInformation-seeking behavior. It was measured through self-report using a validated scale at baseline and at 10-day follow up.
Secondary outcome measuresPerceived severity of cancer and perceived susceptibility to cancer. They were measured through self-report using validated scales at baseline and immediate post-test.
Overall study start date05/08/2011
Completion date26/07/2013

Eligibility

Participant type(s)Healthy volunteer
Age groupAdult
Lower age limit18 Years
SexBoth
Target number of participants220
Key inclusion criteria1. Aged 18–40 years
2. Attending college
3. Consenting to play video games
Key exclusion criteriaHaving a medical or mental condition that hindered the ability to play games or complete questionnaires
Date of first enrolment01/09/2011
Date of final enrolment20/12/2012

Locations

Countries of recruitment

  • United States of America

Study participating centre

University at Buffalo, the State University of New York
Buffalo
-
United States of America

Sponsor information

University at Buffalo, the State University of New York (USA)
University/education

12 Capen Hall
Buffalo
14260
United States of America

ROR logo "ROR" https://ror.org/01y64my43

Funders

Funder type

Other

Investigator initiated and funded

No information available

Results and Publications

Intention to publish date
Individual participant data (IPD) Intention to shareYes
IPD sharing plan summaryAvailable on request
Publication and dissemination planThe plan is to have the evaluation findings published before the end of 2015.
IPD sharing plan

Study outputs

Output type Details Date created Date added Peer reviewed? Patient-facing?
Results article results 28/07/2016 Yes No

Editorial Notes

01/08/2016: Publication reference added.