This study involves testing a new video game designed to support adolescents with congenital heart disease (CHD) in preparing to manage their health independently. The game aims to teach essential skills such as communicating with healthcare providers, understanding medical information, and managing appointments and medications. This small pilot study will evaluate the game's usability, acceptability, and its impact on participants' confidence and preparedness for managing their heart care. Feedback will be collected from adolescent participants, their parents, and healthcare providers, and the study will examine how the game influences communication during clinical visits.
Study Type
INTERVENTIONAL
Allocation
NA
Purpose
HEALTH_SERVICES_RESEARCH
Masking
NONE
Enrollment
150
The serious game is an interactive narrative fiction game in which players guide a character through a hospital setting, making choices that simulate real-life healthcare scenarios. The game is designed to improve skills such as communication with healthcare providers, understanding medical information, and managing appointments and medications. No drugs or medical devices are used in this intervention.
Primary Children's Hospital and University of Utah Health
Salt Lake City, Utah, United States
RECRUITINGNumber of game logins
Metadata metrics from players interaction with the game will be collected, including the number of game logins. The higher the number the more engagement with the game.
Time frame: 1 month
Length of time spent on game
Metadata metrics from players interaction with the game will be collected, including the amount of time spent (i.e., minutes) on the game. The greater the amount of time the more engagement with the game.
Time frame: 1 month
Game sections completed
Metadata metrics from players interaction with the game will be collected including the number of game sections that are completed. The higher the number indicates more engagement with the game.
Time frame: 1 month
Recruitment of participants in the study
A percentage will be calculated from the number of participants approached and number of participants who enrolled to report on recruitment. Sufficient recruitment is equal to or greater than 60%.
Time frame: 1-month
Retention of participants
Retention of participants will be assessed by calculating a percentage from the number who enrolled and number who completed the study. Sufficient retention will be greater than or equal to 60%.
Time frame: 1.5 month
Acceptability
After completing the intervention, participants will be asked to complete questionnaires about their satisfaction and usability of the game (e.g., system usability scale (SUS). On the SUS, responses are from 1 to 5 for each item and greater scores indicate higher acceptability.
Time frame: 1-month
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