Viewing Study NCT06473857



Ignite Creation Date: 2024-07-17 @ 10:50 AM
Last Modification Date: 2024-10-26 @ 3:33 PM
Study NCT ID: NCT06473857
Status: NOT_YET_RECRUITING
Last Update Posted: 2024-06-25
First Post: 2024-06-19

Brief Title: Design Implementation and Evaluation of an Intervention Within Video Game for Mental Health Literacy in Adolescents and Young Adults
Sponsor: Assistance Publique - Hôpitaux de Paris
Organization: Assistance Publique - Hôpitaux de Paris

Study Overview

Official Title: Design Implementation and Evaluation of an Intervention Within an Online Community Game for the Development of Mental Health Literacy in Adolescents and Young Adults
Status: NOT_YET_RECRUITING
Status Verified Date: 2024-06
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: False
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: SCOTT
Brief Summary: Context Adolescence and early adulthood are crucial periods for the development and maintenance of habits behaviors and beliefs favorable to health and mental well-being These can have significant lifelong health consequences and social costs In this age group the Internet and smartphones are predominant Based on these two observations the project proposes to use the Internet and more specifically an online game as a vector for public health intervention Health literacy is recognized as a key determinant of health It refers to the motivation and skills of individuals to access understand evaluate and use information to make decisions about their health Improving the level of literacy is a major public health challenge if the population is to be in a position to take better charge of its health particularly its mental health

Objective To evaluate the effect of a public health intervention on the development of mental health literacy in adolescents and young adults 15-25 years delivered within an existing online community game

Research hypothesis Developing and delivering a multicomponent public health intervention in an original setting such as the game Minecraft to a community of adolescents and young adults will improve their mental health literacy and thus enhance the primary secondary and tertiary prevention of mental health disorders

Methods The projects overall methodology is based on a multidisciplinary approach A pilot phase has already enabled us to develop the theoretical framework and constituent elements of an intervention as well as its acceptability and feasibility

Intervention We will conduct a pragmatic cohort multiple randomised controlled trial over 24 months The chosen methodology will enable us to implement an intervention with different components

The intervention will involve collective challenges of various kinds component A and exchanges with influencers of different profiles component B The control group will be offered access to conventional sources of health information and placebos of the components described above The theme is mental health literacy and the intervention delivered will equip the players capacity-building recognizing ill-being warning signs resources etc to ultimately enable them to react better empowerment and thus promote young peoples mental health

Evaluation The evaluation will follow the Medical Research Councils recommendations for the evaluation of complex interventions It will consist of a process evaluation and an evaluation of effectiveness all of which will be based on the use of mixed methods observations of players receiving the intervention analysis of chat exchanges made by players during the intervention evaluation questionnaires and a standardized grid for collecting process indicators The primary endpoint for the effect analysis is the mental health literacy score global score measured by the MHLq including four dimensions 1 knowledge of mental health problems 2 mistaken beliefsstereotypes 3 help-seeking and first-aid skills and 4 self-help strategies

Perspectives The results of this research project will make it possible to 1 develop new relevant interventions on various health topics using the results obtained for the different interventions carried out within Minecraft 2 Contribute to the evidence base on the effectiveness of Internet-based interventions
Detailed Description: Context Adolescence and early adulthood are crucial periods for the development and maintenance of habits behaviors and beliefs favorable to health and mental well-being These can have significant lifelong health consequences and social costs In this age group the Internet and smartphones are predominant Based on these two observations the project proposes to use the Internet and more specifically an online game as a vector for public health intervention Health literacy is recognized as a key determinant of health It refers to the motivation and skills of individuals to access understand evaluate and use information to make decisions about their health Improving the level of literacy is a major public health challenge if the population is to be in a position to take better charge of its health particularly its mental health

Objective To evaluate the effect of a public health intervention on the development of mental health literacy in adolescents and young adults 15-25 years delivered within an existing online community game

Research hypothesis Developing and delivering a multicomponent public health intervention in an original setting such as the game Minecraft to a community of adolescents and young adults will improve their mental health literacy and thus enhance the primary secondary and tertiary prevention of mental health disorders

Methods The projects overall methodology is based on a multidisciplinary approach A pilot phase has already enabled us to develop the theoretical framework and constituent elements of an intervention as well as its acceptability and feasibility

Intervention We will conduct a pragmatic cohort multiple randomised controlled trial over 24 months The chosen methodology will enable us to implement an intervention with different components

The intervention will involve collective challenges of various kinds component A and exchanges with influencers of different profiles component B The control group will be offered access to conventional sources of health information and placebos of the components described above The theme is mental health literacy and the intervention delivered will equip the players capacity-building recognizing ill-being warning signs resources etc to ultimately enable them to react better empowerment and thus promote young peoples mental health

Evaluation The evaluation will follow the Medical Research Councils recommendations for the evaluation of complex interventions It will consist of a process evaluation and an evaluation of effectiveness all of which will be based on the use of mixed methods observations of players receiving the intervention analysis of chat exchanges made by players during the intervention evaluation questionnaires and a standardized grid for collecting process indicators The primary endpoint for the effect analysis is the mental health literacy score global score measured by the MHLq including four dimensions 1 knowledge of mental health problems 2 mistaken beliefsstereotypes 3 help-seeking and first-aid skills and 4 self-help strategies

Perspectives The results of this research project will make it possible to 1 develop new relevant interventions on various health topics using the results obtained for the different interventions carried out within Minecraft 2 Contribute to the evidence base on the effectiveness of Internet-based interventions

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: False
Is a FDA Regulated Device?: False
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None
Secondary IDs
Secondary ID Type Domain Link
CNAM_SCOTT_CIC1426_alberti OTHER None None