Evidence map›Paper›PMID 31124471›Full record

ArticleJMIR serious games2019

A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial.

Lorien C Abroms, Marc Fishman, Hoa Vo, Shawn C Chiang, Victoria Somerville, Lawrence Rakhmanov, Michael Ruggiero, Daniel Greenberg

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT03957798 (Evaluation of a Motion-Activated Refusal-Skills Training Video Game for Prevention of Substance Use Disorder Relapse), which is not on this map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
0.8field-weighted citation impact, top 26% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT03957798 nacompletednot on this map

Evaluation of a Motion-Activated Refusal-Skills Training Video Game for Prevention of Substance Use Disorder Relapse

TypeinterventionalSponsorGeorge Washington UniversityRan2016 to 2016Enrolled80ConditionsRelapse, Opioid Use, Marijuana UsageArmsRecoveryWarrior 2.0
3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 9 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors at 2 institutions in 1 country.

Lorien C AbromsDepartment of Prevention and Community Health, Milken Institute School of Public Health, The George Washington University, Washington, DC, United States.ORCID http://orcid.org/0000-0001-6859-283X
Marc FishmanMountain Manor Treatment Center, Baltimore, MD, United States.ORCID http://orcid.org/0000-0001-6764-6410
Hoa VoMountain Manor Treatment Center, Baltimore, MD, United States.ORCID http://orcid.org/0000-0003-0335-5133
Shawn C ChiangDepartment of Prevention and Community Health, Milken Institute School of Public Health, The George Washington University, Washington, DC, United States.ORCID http://orcid.org/0000-0002-2182-9454
Victoria SomervilleDepartment of Prevention and Community Health, Milken Institute School of Public Health, The George Washington University, Washington, DC, United States.ORCID http://orcid.org/0000-0001-7919-8408
Lawrence RakhmanovMountain Manor Treatment Center, Baltimore, MD, United States.ORCID http://orcid.org/0000-0002-2255-6996
Michael RuggieroMountain Manor Treatment Center, Baltimore, MD, United States.ORCID http://orcid.org/0000-0001-7380-9669
Daniel GreenbergMedia Rez LLC, Washington, DC, United States.ORCID http://orcid.org/0000-0002-8637-2731
Milken Institute · USMedia Rez (United States) · US

Funding

NIDA NIH HHS HHSN271201300006C
6 · The paper itself

Abstract

backgroundBody motion-activated video games are a promising strategy for promoting engagement in and adherence to addiction treatment among youth.

objectiveThis pilot randomized trial (N=80) investigated the feasibility of a body motion-activated video game prototype, Recovery Warrior 2.0, targeting relapse prevention in the context of a community inpatient care program for youth.

methodsParticipants aged 15-25 years were recruited from an inpatient drug treatment program and randomized to receive treatment as usual (control) or game play with treatment as usual (intervention). Assessments were conducted at baseline, prior to discharge, and at 4 and 8 weeks postdischarge.

resultsThe provision of the game play intervention was found to be feasible in the inpatient setting. On an average, participants in the intervention group played for 36.6 minutes and on 3.6 different days. Participants in the intervention group mostly agreed that they would use the refusal skills taught by the game. Participants in the intervention group reported attending more outpatient counseling sessions than those in the control group (10.8 versus 4.8), but the difference was not significant (P=.32). The game had no effect on drug use at 4 or 8 weeks postdischarge, with the exception of a benefit reported at the 4-week follow-up among participants receiving treatment for marijuana addiction (P=.04).

conclusionsPreliminary evidence indicates that a motion-activated video game for addiction recovery appears to be feasible and acceptable for youth within the context of inpatient treatment, but not outpatient treatment. With further development, such games hold promise as a tool for the treatment of youth substance use disorder.

trial registrationClinicalTrials.gov NCT03957798; https://clinicaltrials.gov/show/NCT03957798 (Archived by WebCite at http://www.webcitation.org/78XU6ENB4).

Indexed as

addiction treatmentmarijuanaopioidtechnologyvideo gameyouth

Identifiers

PMID31124471
PMCPMC6552452
OpenAlexW2914138055

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.