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| Name | Class |
|---|---|
| Good Shepherd Health Centre | OTHER |
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The purpose of this pilot study is to explore whether the Back to Reality series of video games - Harry's Journey, Harry's Journal, and Pathways to care map - increase knowledge of the emotional, social, and psychiatric sequelae of problematic underage marijuana use among homeless and street involved youth. Additional objectives were to explore whether the video games promote awareness of the risk of psychosis associated with regular marijuana use among vulnerable youth.
This project pilots the use of educational video games designed to help youth gain awareness of the risk of mental health issues associated with regular marijuana use. By playing the Back to Reality video games, youths may absorb knowledge about where and how to access community care for symptoms associated with psychosis and problematic cannabis use. The purpose of this study is to pilot test the use of the Back to Reality series at increasing awareness of the social and emotional implications of underage substance use.
This study explores the effects of the Back to Reality video games compared to control video games (no content about mental health and addiction). Street involved and homeless youth registered with Good Shepherd services between the ages of 16 and 19 years of age will be recruited. The results will be assessed using quantitative questionnaires and qualitative interviews. The data will be statistically analyzed for significant differences in knowledge about the risk of psychosis linked to marijuana use among vulnerable youth. The qualitative interview assesses the participants understanding and views of potential emotional, social, and psychiatric sequelae associated with excessive marijuana use during.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Psychoeducational video games | Experimental | Participants in this group will play the Back to Reality Series video games: (1) Harry's Journey which delivers experiential knowledge about psychosis and marijuana use; (2) Harry's Journal which challenges their understanding of 12 psychiatric symptoms associated with psychosis and (3) the PathwaysToCare Map which uses colourful 3D images and voice-overs to depict actual mental health and addictions services for youth available in Hamilton. These in |
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| Control video game | Other | The control video game is a spelling/memory quiz involving with themes from pop culture. The control game will not provide any education about mental health and addictions issues It should be noted that all participants will play both sets of games during their initial and only visit. Participants are randomized to determine which game they will play first during this visit. This is not an RCT or a crossover design. There is no follow up or clinical assessments. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Back to Reality Series Video Games | Other | Back to Reality Series are a psycho-educational video games that provide information about psychosis and marijuana use from the perspective of 'Harry': a character who experiences problems with both issues. The aim is for players to learn how to detect some signs of psychosis and where to seek help for mental health and addictions problems. |
| Measure | Description | Time Frame |
|---|---|---|
| Psychosis and Cannabis Quiz | Assess for significant differences in the responses between randomized intervention (Back to Reality series) group versus a control game group with respect to Psychosis and Cannabis Quiz measure. Effect will be tested at a 2-sided α level of 0.05. | 1.5 hour -Post video game playing |
| Early Psychosis Literacy | Assess for significant differences in the responses between randomized intervention (Back to Reality series) group versus a control game group with respect to Early Psychosis Literacy measure. Effect will be tested at a 2-sided α level of 0.05. | 1.5 hour -Post video game playing |
| Video Game Frequency | Assess for significant differences in the responses between randomized intervention (Back to Reality series) group versus a control game group with respect to Video Game Frequency measure. Effect will be tested at a 2-sided α level of 0.05. | 1.5 hour -Post video game playing |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Suzanne Archie, MD | McMaster University | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Good Shepherd | Hamilton | Ontario | L8R 2B3 | Canada |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 33539561 | Derived | Roberts MT, Lloyd J, Valimaki M, Ho GW, Freemantle M, Bekefi AZ. Video games for people with schizophrenia. Cochrane Database Syst Rev. 2021 Feb 4;2(2):CD012844. doi: 10.1002/14651858.CD012844.pub2. |
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| ID | Term |
|---|---|
| D000074609 | Marijuana Use |
| D011618 | Psychotic Disorders |
| ID | Term |
|---|---|
| D001519 | Behavior |
| D019966 | Substance-Related Disorders |
| D001523 | Mental Disorders |
| D019967 | Schizophrenia Spectrum and Other Psychotic Disorders |
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| Control Video Game | Other | The control video game consists of digital puzzles and spelling game about pop culture. The control games does not have any content related to mental health and addictions problems |
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