A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial

Pediatrics. 2008 Aug;122(2):e305-17. doi: 10.1542/peds.2007-3134.

Abstract

Objective: Suboptimal adherence to self-administered medications is a common problem. The purpose of this study was to determine the effectiveness of a video-game intervention for improving adherence and other behavioral outcomes for adolescents and young adults with malignancies including acute leukemia, lymphoma, and soft-tissue sarcoma.

Methods: A randomized trial with baseline and 1- and 3-month assessments was conducted from 2004 to 2005 at 34 medical centers in the United States, Canada, and Australia. A total of 375 male and female patients who were 13 to 29 years old, had an initial or relapse diagnosis of a malignancy, and currently undergoing treatment and expected to continue treatment for at least 4 months from baseline assessment were randomly assigned to the intervention or control group. The intervention was a video game that addressed issues of cancer treatment and care for teenagers and young adults. Outcome measures included adherence, self-efficacy, knowledge, control, stress, and quality of life. For patients who were prescribed prophylactic antibiotics, adherence to trimethoprim-sulfamethoxazole was tracked by electronic pill-monitoring devices (n = 200). Adherence to 6-mercaptopurine was assessed through serum metabolite assays (n = 54).

Results: Adherence to trimethoprim-sulfamethoxazole and 6-mercaptopurine was greater in the intervention group. Self-efficacy and knowledge also increased in the intervention group compared with the control group. The intervention did not affect self-report measures of adherence, stress, control, or quality of life.

Conclusions: The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. The findings support current efforts to develop effective video-game interventions for education and training in health care.

Trial registration: ClinicalTrials.gov NCT00425139.

Publication types

  • Multicenter Study
  • Randomized Controlled Trial
  • Research Support, N.I.H., Extramural
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adaptation, Physiological
  • Adaptation, Psychological
  • Adolescent
  • Adult
  • Female
  • Health Behavior
  • Health Knowledge, Attitudes, Practice
  • Humans
  • Male
  • Neoplasms / diagnosis
  • Neoplasms / psychology*
  • Neoplasms / therapy
  • Patient Compliance / psychology
  • Patient Compliance / statistics & numerical data*
  • Patient Education as Topic / methods*
  • Poisson Distribution
  • Probability
  • Quality of Life
  • Reference Values
  • Self Efficacy
  • Video Games*

Associated data

  • ClinicalTrials.gov/NCT00425139