Trial Outcomes & Findings for A Digital Intervention to Prevent the Initiation of Opioid Misuse in Adolescents in School-based Health Centers (NCT NCT04941950)

NCT ID: NCT04941950

Last Updated: 2026-04-24

Results Overview

Perceived risk of harm from opioid misuse was assessed using eight items adapted from the U.S. Monitoring the Future survey. Five items assess perceived risk associated with heroin use and three items assess perceived risk associated with prescription opioid misuse. Participants were asked how much risk people have of harming themselves (physically or in other ways) if they use the drug once or twice, occasionally, or regularly. Response options were "no risk," "slight risk," "moderate risk," "great risk," and "can't say, drug unfamiliar." Items were scored from 1 to 4 (no risk = 1, slight risk = 2, moderate risk = 3, great risk = 4). Item scores were summed to create a total perceived risk score (range 8-32), with scores \<32 indicating "no great perceived risk of harm" and scores=32 indicating "great perceived risk of harm." The primary outcome was defined as the proportion of participants who reported "great perceived risk of harm" from opioids (score=32) at 3 months.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

533 participants

Primary outcome timeframe

3 months

Results posted on

2026-04-24

Participant Flow

Participant milestones

Participant milestones
Measure
PlaySmart Game
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse. Participants randomized to the experimental group accessed PlaySmart through a secure login portal using a unique, randomly generated username and password created via the study's administrative site. Participants used research-provided iPads to play the game. Participants played PlaySmart during supervised, after-school sessions (1-2 times per week for approx 6 weeks; \~60 mins per session).
Control Game
Control video game intervention. Video Game Control: Participants in the control group played another video game with no intended effect similar to PlaySmart. Participants assigned to the control condition had access to nine videogames that contained no relevant content (for example, The Sims, Can You Escape), serving as the attention/time control. Participants used research-provided iPads to play their game. Participants played their game during supervised, after-school sessions (1-2 times per week for approx 6 weeks; \~60 mins per session).
Overall Study
STARTED
269
264
Overall Study
COMPLETED
265
261
Overall Study
NOT COMPLETED
4
3

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

A Digital Intervention to Prevent the Initiation of Opioid Misuse in Adolescents in School-based Health Centers

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
PlaySmart Game
n=269 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=263 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Total
n=532 Participants
Total of all reporting groups
Age, Continuous
16.6 years
STANDARD_DEVIATION 0.7 • n=2 Participants
16.6 years
STANDARD_DEVIATION 0.7 • n=1 Participants
16.6 years
STANDARD_DEVIATION 0.7 • n=3 Participants
Age, Customized
Age, group (n, %) · 15-16 years
146 Participants
n=2 Participants
136 Participants
n=1 Participants
282 Participants
n=3 Participants
Age, Customized
Age, group (n, %) · 17 years
89 Participants
n=2 Participants
94 Participants
n=1 Participants
183 Participants
n=3 Participants
Age, Customized
Age, group (n, %) · 18 years
32 Participants
n=2 Participants
31 Participants
n=1 Participants
63 Participants
n=3 Participants
Age, Customized
Age, group (n, %) · 19 years
2 Participants
n=2 Participants
2 Participants
n=1 Participants
4 Participants
n=3 Participants
Sex: Female, Male
Female
127 Participants
n=2 Participants
121 Participants
n=1 Participants
248 Participants
n=3 Participants
Sex: Female, Male
Male
142 Participants
n=2 Participants
142 Participants
n=1 Participants
284 Participants
n=3 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
100 Participants
n=2 Participants
102 Participants
n=1 Participants
202 Participants
n=3 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
157 Participants
n=2 Participants
155 Participants
n=1 Participants
312 Participants
n=3 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
12 Participants
n=2 Participants
6 Participants
n=1 Participants
18 Participants
n=3 Participants
Race (NIH/OMB)
American Indian or Alaska Native
5 Participants
n=2 Participants
3 Participants
n=1 Participants
8 Participants
n=3 Participants
Race (NIH/OMB)
Asian
14 Participants
n=2 Participants
15 Participants
n=1 Participants
29 Participants
n=3 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
1 Participants
n=2 Participants
2 Participants
n=1 Participants
3 Participants
n=3 Participants
Race (NIH/OMB)
Black or African American
108 Participants
n=2 Participants
96 Participants
n=1 Participants
204 Participants
n=3 Participants
Race (NIH/OMB)
White
75 Participants
n=2 Participants
75 Participants
n=1 Participants
150 Participants
n=3 Participants
Race (NIH/OMB)
More than one race
27 Participants
n=2 Participants
28 Participants
n=1 Participants
55 Participants
n=3 Participants
Race (NIH/OMB)
Unknown or Not Reported
39 Participants
n=2 Participants
44 Participants
n=1 Participants
83 Participants
n=3 Participants
Grade
9th or 10th grade
44 Participants
n=2 Participants
43 Participants
n=1 Participants
87 Participants
n=3 Participants
Grade
11th or 12th grade
225 Participants
n=2 Participants
220 Participants
n=1 Participants
445 Participants
n=3 Participants

PRIMARY outcome

Timeframe: 3 months

Perceived risk of harm from opioid misuse was assessed using eight items adapted from the U.S. Monitoring the Future survey. Five items assess perceived risk associated with heroin use and three items assess perceived risk associated with prescription opioid misuse. Participants were asked how much risk people have of harming themselves (physically or in other ways) if they use the drug once or twice, occasionally, or regularly. Response options were "no risk," "slight risk," "moderate risk," "great risk," and "can't say, drug unfamiliar." Items were scored from 1 to 4 (no risk = 1, slight risk = 2, moderate risk = 3, great risk = 4). Item scores were summed to create a total perceived risk score (range 8-32), with scores \<32 indicating "no great perceived risk of harm" and scores=32 indicating "great perceived risk of harm." The primary outcome was defined as the proportion of participants who reported "great perceived risk of harm" from opioids (score=32) at 3 months.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=231 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=234 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Proportion Reporting 'Great Perceived Risk of Harm' From Opioid Misuse
66 Participants
53 Participants

SECONDARY outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Population: Only participants who answered all assessment items at the time assessed were analyzed.

Intentions to misuse opioids were assessed using 2-4 items adapted from Skenderian et. al. capturing participants' likelihood of using prescription opioids or heroin in the next 12 months. Two primary stem questions assessed likelihood of using (1) prescription opioids and (2) heroin "even once or time." For each substance, if participants endorsed any likelihood of use, a follow-up item assessed likelihood of using the same substance nearly every month for the next 12 months. Due to skip logic, participants who selected "definitely not" on the initial stem questions were not shown follow-up items. All items were rated on a 4-point Likert scale ranging from 1 (definitely not) to 4 (definitely will). Item responses were summed to create a total intentions score ranging from 2 to 16, with lower scores indicating lower intentions to misuse opioids. LS mean scores were estimated using mixed-effects models at each timepoint.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=268 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=263 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Intentions to Misuse Opioids (p2P Lab Questions)
Baseline
2.7 Score on a scale
Interval 2.5 to 2.9
2.6 Score on a scale
Interval 2.5 to 2.8
Intentions to Misuse Opioids (p2P Lab Questions)
6 weeks
2.6 Score on a scale
Interval 2.5 to 2.8
2.7 Score on a scale
Interval 2.5 to 2.9
Intentions to Misuse Opioids (p2P Lab Questions)
3 months
2.5 Score on a scale
Interval 2.3 to 2.7
2.5 Score on a scale
Interval 2.3 to 2.6
Intentions to Misuse Opioids (p2P Lab Questions)
6 months
2.6 Score on a scale
Interval 2.4 to 2.8
2.8 Score on a scale
Interval 2.6 to 3.0
Intentions to Misuse Opioids (p2P Lab Questions)
12 months
2.4 Score on a scale
Interval 2.2 to 2.6
2.5 Score on a scale
Interval 2.3 to 2.7

SECONDARY outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Population: Only participants who answered all assessment items at the time assessed were analyzed.

Self-efficacy for refusing opioids was assessed using a two-item scale measuring participant's confidence in refusing prescription opioids or heroin if offered by a friend, adult or family member. Reponses were scored on a five-point scale ranging from 1 ("Not at all confident") to 5 ("Extremely confident") and summed across items to create a total score (range = 2-10), with higher scores indicating greater self-efficacy to refuse opioids. LS mean scores were estimated using mixed-effects models at each timepoint.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=268 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=263 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Self Efficacy for Refusing Opioids (p2P Lab Questions)
Baseline
9.2 score on a scale
Interval 8.9 to 9.4
9.3 score on a scale
Interval 9.1 to 9.6
Self Efficacy for Refusing Opioids (p2P Lab Questions)
6 weeks
9.1 score on a scale
Interval 8.8 to 9.3
9.1 score on a scale
Interval 8.9 to 9.4
Self Efficacy for Refusing Opioids (p2P Lab Questions)
3 months
9.1 score on a scale
Interval 8.8 to 9.3
9.3 score on a scale
Interval 9.0 to 9.5
Self Efficacy for Refusing Opioids (p2P Lab Questions)
6 months
9.2 score on a scale
Interval 9.0 to 9.5
9.1 score on a scale
Interval 8.8 to 9.3
Self Efficacy for Refusing Opioids (p2P Lab Questions)
12 months
9.1 score on a scale
Interval 8.9 to 9.4
9.2 score on a scale
Interval 8.9 to 9.4

SECONDARY outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Population: The number of participants analyzed reflects all participants who completed at least one question of the knowledge assessment at each time point. Knowledge items 28-30 are multiple-choice with default response options and therefore do not have item-level missingness. Unanswered items were scored as incorrect; therefore, participants were included even if all items were not completed.

Knowledge about opioids was assessed using a 30-item questionnaire measuring participants' understanding of opioid misuse and its risks. Each of the first 27 items was scored 1 point for a correct answer. The final 3 items were multiple-choice 'select all that apply' questions; participants received 1 point for each correct option selected. Total scores ranged from 0 to 38, with higher scores indicating greater knowledge about opioids. LS mean scores were estimated using mixed-effects models at each timepoint.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=269 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=263 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Knowledge About Opioid Misuse and Its Risks (p2P Lab Questions)
12 months
25.9 score on a scale
Interval 24.9 to 26.9
24.7 score on a scale
Interval 23.7 to 25.7
Knowledge About Opioid Misuse and Its Risks (p2P Lab Questions)
Baseline
24.4 score on a scale
Interval 23.5 to 25.4
24.8 score on a scale
Interval 23.8 to 25.8
Knowledge About Opioid Misuse and Its Risks (p2P Lab Questions)
6 weeks
26.6 score on a scale
Interval 25.5 to 27.5
24.4 score on a scale
Interval 23.4 to 25.4
Knowledge About Opioid Misuse and Its Risks (p2P Lab Questions)
3 months
26.4 score on a scale
Interval 25.4 to 27.4
24.9 score on a scale
Interval 23.9 to 25.8
Knowledge About Opioid Misuse and Its Risks (p2P Lab Questions)
6 months
26.3 score on a scale
Interval 25.3 to 27.2
24.7 score on a scale
Interval 23.7 to 25.7

SECONDARY outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Population: Only participants who answered all assessment items at the time assessed were analyzed.

Attitudes about opioid use were assessed using a 15-item scale measuring positive and negative expectancies about using prescription opioids or heroin. Participants rated their agreement with statements such as "If I used prescription opioids or heroin, I would feel good" (positive expectancies) or "I would get in trouble with my parents" (negative expectancies) on a five-point scale from 0 ("Strongly disagree") to 4 ("Strongly agree"). Item scores were summed separately for positive and negative expectancies. The first 8 items represented positive expectancies (score range = 0-32). Higher scores indicate stronger expectancies. For positive expectancies, the goal of the intervention is to reduce scores. LS mean scores were estimated using mixed-effects models at each timepoint.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=269 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=259 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Positive Attitudes Toward Opioid Misuse (p2P Lab Questions)
Baseline
10.3 score on a scale
Interval 9.5 to 11.2
10.9 score on a scale
Interval 10.1 to 11.7
Positive Attitudes Toward Opioid Misuse (p2P Lab Questions)
6 weeks
10.1 score on a scale
Interval 9.3 to 11.0
10.3 score on a scale
Interval 9.5 to 11.2
Positive Attitudes Toward Opioid Misuse (p2P Lab Questions)
3 months
9.7 score on a scale
Interval 8.8 to 10.5
10.6 score on a scale
Interval 9.7 to 11.4
Positive Attitudes Toward Opioid Misuse (p2P Lab Questions)
6 months
9.6 score on a scale
Interval 8.8 to 10.5
10.1 score on a scale
Interval 9.2 to 10.9
Positive Attitudes Toward Opioid Misuse (p2P Lab Questions)
12 months
9.4 score on a scale
Interval 8.5 to 10.3
10.5 score on a scale
Interval 9.6 to 11.3

SECONDARY outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Population: Only participants who answered all assessment items at the time assessed were analyzed.

Attitudes about opioid use were assessed using a 15-item scale measuring positive and negative expectancies about using prescription opioids or heroin. Participants rated their agreement with statements such as "If I used prescription opioids or heroin, I would feel good" (positive expectancies) or "I would get in trouble with my parents" (negative expectancies) on a five-point scale from 0 ("Strongly disagree") to 4 ("Strongly agree"). Item scores were summed separately for positive and negative expectancies. The last 7 items represented negative expectancies (score range = 0-28). Higher scores indicate stronger expectancies. For negative expectancies, the goal is to increase scores. LS mean scores were estimated using mixed-effects models at each timepoint.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=269 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=259 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Negative Attitudes Toward Opioid Misuse (p2P Lab Questions)
Baseline
16.5 score on a scale
Interval 15.6 to 17.4
17.7 score on a scale
Interval 16.8 to 18.6
Negative Attitudes Toward Opioid Misuse (p2P Lab Questions)
6 weeks
18.7 score on a scale
Interval 17.8 to 19.7
17.8 score on a scale
Interval 16.9 to 18.8
Negative Attitudes Toward Opioid Misuse (p2P Lab Questions)
3 months
18.7 score on a scale
Interval 17.7 to 19.6
18.8 score on a scale
Interval 17.9 to 19.8
Negative Attitudes Toward Opioid Misuse (p2P Lab Questions)
6 months
19.0 score on a scale
Interval 18.1 to 20.0
18.4 score on a scale
Interval 17.4 to 19.4
Negative Attitudes Toward Opioid Misuse (p2P Lab Questions)
12 months
18.5 score on a scale
Interval 17.5 to 19.5
19.1 score on a scale
Interval 18.1 to 20.0

OTHER_PRE_SPECIFIED outcome

Timeframe: 3 months

Population: Only participants who completed the primary outcome assessment for perceived risk of harm from opioids at each timepoint were analyzed.

Perceived risk of harm from opioid misuse was assessed using eight items adapted from the U.S. Monitoring the Future survey. Five items assess perceived risk of heroin use and three items assess perceived risk of prescription opioid misuse. Participants were asked how much risk people have of harming themselves if they use the drug once or twice, occasionally, or regularly. Response options were "no risk," "slight risk," "moderate risk," "great risk," and "can't say, drug unfamiliar." Items were scored from 1 (no risk) to 4 (great risk). Item scores were summed to create a total perceived risk score (range 8-32), with higher scores indicating greater perceived risk of harm. A dichotomous outcome was derived such that a total score of 32 indicated "great perceived risk of harm," and scores less than 32 indicated "no great perceived risk of harm." Outcome=% of respondents who changed status from "No great perceived risk" at baseline to "Great perceived risk" at 3-months.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=231 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=234 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Change in Perceived Risk of Harm From Opioid Misuse
36 Participants
31 Participants

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Population: The number analyzed at different timepoints after baseline (N=269 in PlaySmart and N=263 in Control) differ due to the fact that some participants missed the assessment time point window and did not complete the assessment.

Lifetime use of prescription opioids was assessed by asking participants, "Have you ever used a prescription opioid without a doctor's prescription or differently than how a doctor or medical provider told you to use it?" at each timepoint. Response options were "Yes" or "No." Only participants who reported no prior misuse at baseline were included in analyses for this outcome. The outcome was defined as the percent of participants reporting any prescription opioid misuse (i.e. 'yes') at 6 weeks post-gameplay and at 3, 6, and 12 months following baseline.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=269 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=263 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Percent Reporting Involvement With Legally Manufactured Opioids (Coordinating Center Questions)
Baseline
0.0 Participants
0.0 Participants
Percent Reporting Involvement With Legally Manufactured Opioids (Coordinating Center Questions)
6 weeks
11 Participants
5 Participants
Percent Reporting Involvement With Legally Manufactured Opioids (Coordinating Center Questions)
3 months
2 Participants
3 Participants
Percent Reporting Involvement With Legally Manufactured Opioids (Coordinating Center Questions)
6 months
0 Participants
4 Participants
Percent Reporting Involvement With Legally Manufactured Opioids (Coordinating Center Questions)
12 months
3 Participants
4 Participants

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Population: The number analyzed at different timepoints after baseline (N=269 in PlaySmart and N=263 in Control) differ due to the fact that some participants missed the assessment time point window and did not complete the assessment.

Lifetime use of prescription opioids was assessed by asking participants, "Have you ever used heroin?" at each timepoint. Response options were "Yes" or "No." Only participants who reported no prior use at baseline were included in analyses for this outcome. The outcome was defined as the percent of participants reporting any use (i.e. 'yes') at 6 weeks post-gameplay and at 3, 6, and 12 months following baseline.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=269 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
n=263 Participants
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Percent Reporting Involvement With Illegally Manufactured Opioids (Coordinating Center Questions)
6 weeks
1 Participants
0 Participants
Percent Reporting Involvement With Illegally Manufactured Opioids (Coordinating Center Questions)
3 months
0 Participants
1 Participants
Percent Reporting Involvement With Illegally Manufactured Opioids (Coordinating Center Questions)
6 months
0 Participants
0 Participants
Percent Reporting Involvement With Illegally Manufactured Opioids (Coordinating Center Questions)
12 months
0 Participants
0 Participants
Percent Reporting Involvement With Illegally Manufactured Opioids (Coordinating Center Questions)
Baseline
0.0 Participants
0.0 Participants

OTHER_PRE_SPECIFIED outcome

Timeframe: 6 weeks

Population: Only participants who played PlaySmart were asked questions about their gameplay engagement. Furthermore, denominators include all participants who provided a response to the item.

Gameplay engagement was assessed using four self-report items evaluating participants' experiences while playing the PlaySmart game, including frustration during gameplay, sensory appeal, perceived reward, and interest in playing the game. Participants rated their agreement with each statement using a five-point Likert scale ranging from "Strongly disagree" to "Strongly agree." For positively worded items (e.g. "Playsmart was rewarding"), results are reported as the percentage of participants who responded 'Agree' or 'Strongly Agree.' For negatively worded items (e.g. "I felt frustrated"), results are reported as the percentage who responded 'Disagree' or 'Strongly Disagree.' Denominators include all participants who provided a response to the item.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=227 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Gameplay Engagement (p2P Lab Questions)
I felt frustrated while playing PlaySmart.
144 Participants
Gameplay Engagement (p2P Lab Questions)
PlaySmart appealed to my senses.
86 Participants
Gameplay Engagement (p2P Lab Questions)
Playing PlaySmart was rewarding.
131 Participants
Gameplay Engagement (p2P Lab Questions)
I was interested in playing PlaySmart.
158 Participants

OTHER_PRE_SPECIFIED outcome

Timeframe: 6 weeks

Population: Only participants who played PlaySmart were asked questions about their gameplay experience. Furthermore, denominators include all participants who provided a response to the item.

Participants' experience with the PlaySmart game was assessed using six self-report items evaluating perceived learning, frustration, usability, character connection, control, and enjoyment. Example items include "This game helped me learn important things," "I felt frustrated while playing PlaySmart," and "I enjoyed playing the game." Participants rated their agreement on a five-point scale: "Strongly disagree," "Disagree," "Agree," "Strongly agree," or "Not sure." For positively worded items, results are reported as the percentage of participants who responded 'Agree' or 'Strongly Agree.' For negatively worded items, results are reported as the percentage who responded 'Disagree' or 'Strongly Disagree.' Denominators include all participants who provided a response to the item.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=227 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Gameplay Experience (p2P Lab Questions)
I enjoyed playing the game.
178 Participants
Gameplay Experience (p2P Lab Questions)
This game helped me learn important things.
210 Participants
Gameplay Experience (p2P Lab Questions)
I was frustrated while playing PlaySmart.
156 Participants
Gameplay Experience (p2P Lab Questions)
I found PlaySmart confusing to use.
182 Participants
Gameplay Experience (p2P Lab Questions)
I felt connected to my character in the game
93 Participants
Gameplay Experience (p2P Lab Questions)
I felt like I was in control of the game.
165 Participants

OTHER_PRE_SPECIFIED outcome

Timeframe: 6 weeks

Population: Only participants who played PlaySmart were asked questions about their gameplay usability. Furthermore, denominators include all participants who provided a response to the item.

Participants' perceived usability of the PlaySmart game system was assessed using four self-report items evaluating perceived complexity, learnability, and confidence in using the game. Example items include "I found the game system to be complex," "I think that most people would learn to use this game system very quickly," and "I felt very confident using the game system." Participants rated their agreement using a five-point Likert scale: "Strongly disagree," "Disagree," "Neither agree nor disagree," "Agree," and "Strongly agree." Results are summarized as follows: for positively worded items (e.g., "I felt very confident using the game system"), the percentage of participants who responded Agree or Strongly Agree is reported; for negatively worded items (e.g., "I found the game system to be complex"), the percentage of participants who responded Disagree or Strongly Disagree is reported. Denominators include all participants who provided a response to the item.

Outcome measures

Outcome measures
Measure
PlaySmart Game
n=227 Participants
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse.
Control Game
Control video game intervention. Video Game Control: Participants in the control group will play another video game with no intended effect similar to PlaySmart.
Gameplay Usability (p2P Lab Questions)
I found the game system to be complex.
123 Participants
Gameplay Usability (p2P Lab Questions)
I think that most people would learn to use this game system very quickly.
181 Participants
Gameplay Usability (p2P Lab Questions)
I felt very confident using the game system.
185 Participants
Gameplay Usability (p2P Lab Questions)
I needed to learn a lot of things before I could start using the game system.
132 Participants

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Lifetime use of alcohol was assessed by asking participants, "Have you ever had at least one drink of alcohol?" at each timepoint. Response options were "Yes" or "No." The outcome was defined as the percent of participants reporting any alcohol use (i.e. 'yes') at 6 weeks post-gameplay and at 3-, 6-, and 12-months following baseline. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Lifetime use of marijuana was assessed by asking participants, "Have you ever used marijuana? Marijuana also is called pot, weed, or cannabis." at each timepoint. Response options were "Yes" or "No." The outcome was defined as the percent of participants reporting any marijuana use (i.e. 'yes') at 6 weeks post-gameplay and at 3-, 6-, and 12-months following baseline. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Depressive symptoms were assessed using the 8-item Patient Health Questionnaire (PHQ-8), which measures the frequency of depressive symptoms experienced over the past two weeks. Participants rated how often they were bothered by symptoms such as little interest or pleasure in doing things, feeling down or hopeless, sleep difficulties, fatigue, poor appetite or overeating, feelings of failure, difficulty concentrating, and psychomotor changes. Each item was scored from 0 ("Not at all") to 3 ("Nearly every day") and summed to create a total score ranging from 0 to 24, with higher scores indicating greater depressive symptom severity. Standard cut points were used to characterize symptom severity (0-4 = no significant symptoms; 5-9 = mild; 10-14 = moderate; 15-19 = moderately severe; 20-24 = severe). Data analysis forthcoming. Analyses will include participants with complete responses to all PHQ-8 items at each timepoint.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Anxiety symptoms were assessed using the 7-item Generalized Anxiety Disorder scale (GAD-7), which measures the frequency of anxiety symptoms experienced over the past two weeks. Participants rated how often they were bothered by symptoms such as feeling nervous or on edge, difficulty controlling worry, excessive worry, trouble relaxing, restlessness, irritability, and fear that something awful might happen. Each item was scored from 0 ("Not at all") to 3 ("Nearly every day") and summed to create a total score ranging from 0 to 21, with higher scores indicating greater anxiety symptom severity. Standard cut points were used to characterize symptom severity (0-4 = minimal; 5-9 = mild; 10-14 = moderate; 15-21 = severe). Data analysis forthcoming. Analyses will include participants with complete responses to all GAD-7 items at each timepoint.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants were presented with a list of potential sources of support (e.g., friends, family members, adults, professionals) and were asked to indicate which individuals they sought help or advice from for a personal or emotional problem during the past 6 months. For each selected person, participants reported the number of times they met with that individual for advice or help during the past 6 months, using whole numbers. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants reported on their problem-solving and decision-making behaviors using nine self-report items. Examples include: "I think about difficult situations that I might find myself in and make plans to deal with them." and "When there is a problem, I try to find out what caused it." Response options for each item were: "Never," "Seldom," "About Half the Time," "Often," and "Always," with higher responses indicating more frequent use of decision-making strategies. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants completed a ten-item self-report measure assessing attitudes toward seeking help for personal or emotional problems. For example, "I would feel inadequate if I went to a therapist for psychological help." Respondents were asked to use a 5-point Likert scale ranging from 'Strongly Disagree' to 'Strongly Agree' to rate the degree to which each statement describes how they would react in the situation. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants reported their perceptions of substance use among peers at their school. The following questions were asked: "How many kids in your school would you guess have misused prescription opioids at least once?" and "How many kids in your school would you guess have used heroin at least once?" Response options for each item were categorical: "All or Most," "Half," "Some," and "Hardly Any or None." Higher responses reflect perceptions that substance use is more common among peers. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants were asked to indicate how they have been feeling emotionally during the past week in response to ten statements which assess emotional regulation, emotional awareness, and perceived control over emotions and behavior. Responses were rated on a 5-point Likert scale: (a) Not at all (b) Somewhat (c) Moderately (d) Very much (e) Completely. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants were asked how likely they would be to seek help for a personal or emotional problem from a range of potential help sources, including informal supports (e.g., intimate partner, friends, family), formal supports (e.g., mental health professionals, doctor/GP, phone helpline), and other sources (e.g., religious leaders). Participants also indicated whether they would not seek help from anyone. Responses were provided on a 7-point Likert-type scale ranging from Extremely unlikely to Extremely likely. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants completed 18 self-report true/false questions assessing their beliefs about seeking psychological services. Example item includes "If a good friend asked my advice about a serious problem, I would recommend that he/she see a psychologist." Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Self-efficacy for refusing opioids was assessed using a two-item scale measuring participant's confidence in refusing prescription opioids or heroin if they had access to it. Reponses ranged from 1 ("Not at all confident") to 5 ("Extremely confident"). Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants reported how pain affected their daily functioning and emotions over the past 7 days, using four self-report items adapted from Cunningham et al. (2017) and Varni et al. (2010). Response options for each item were: "Never," "Almost Never," "Sometimes," "Often," and "Almost Always," with higher responses indicating greater impact of pain on function or mood. Analysis forthcoming.

Outcome measures

Outcome data not reported

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline, 6 weeks, 3, 6, and 12 months

Participants reported their perceptions of substance use among people who live with them. The following questions were asked: "What is the most often that one person who lives with you drinks alcohol?"; "What is the most often that one person who lives with you uses marijuana?"; and "What is the most often that one person who lives with you uses heroin?" Response options for each item were: "Never," "Less than once a week," "1-3 days a week," and "4-7 days a week," with higher responses indicating more frequent substance use by household members. Analysis forthcoming.

Outcome measures

Outcome data not reported

Adverse Events

PlaySmart Game

Serious events: 0 serious events
Other events: 2 other events
Deaths: 0 deaths

Control Game

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Other adverse events
Measure
PlaySmart Game
n=269 participants at risk
Video game intervention. PlaySmart: PlaySmart is designed to provide players with behavioral skills and knowledge through repetitive and engaging videogame play to target adolescent perception of risk of harm from initiating opioid misuse. Participants randomized to the experimental group accessed PlaySmart through a secure login portal using a unique, randomly generated username and password created via the study's administrative site. Participants used research-provided iPads to play the game. Participants played PlaySmart during supervised, after-school sessions (1-2 times per week for approx 6 weeks; \~60 mins per session).
Control Game
n=263 participants at risk
Control video game intervention. Video Game Control: Participants in the control group played another video game with no intended effect similar to PlaySmart. Participants assigned to the control condition had access to nine videogames that contained no relevant content (for example, The Sims, Can You Escape), serving as the attention/time control. Participants used research-provided iPads to play their game. Participants played their game during supervised, after-school sessions (1-2 times per week for approx 6 weeks; \~60 mins per session).
Nervous system disorders
Discomfort during gameplay
0.74%
2/269 • Adverse event data were collected through 6 weeks post-baseline.
Two mild adverse events were reported, one at baseline and one at 6 weeks. Both were deemed possibly related to the study (discomfort during gameplay and discomfort from prolonged exposure to the intervention). Harms were pre-specified as any adverse events related to trial participation, including physical discomfort (for example, eyestrain, headache), emotional distress (for example, frustration, discomfort with game content) or any other negative effects during gameplay or assessments.
0.00%
0/263 • Adverse event data were collected through 6 weeks post-baseline.
Two mild adverse events were reported, one at baseline and one at 6 weeks. Both were deemed possibly related to the study (discomfort during gameplay and discomfort from prolonged exposure to the intervention). Harms were pre-specified as any adverse events related to trial participation, including physical discomfort (for example, eyestrain, headache), emotional distress (for example, frustration, discomfort with game content) or any other negative effects during gameplay or assessments.

Additional Information

Katie Haile

Dartmouth College

Phone: 603-678-2980

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place