A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.
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| Title: | A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. |
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| Authors: | Kato PM (AUTHOR), Cole SW (AUTHOR), Bradlyn AS (AUTHOR), Pollock BH (AUTHOR) |
| Source: | Pediatrics. Aug2008, Vol. 122 Issue 2, pe305-17. 1p. |
| 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. [ABSTRACT FROM AUTHOR] |
| Copyright of Pediatrics is the property of American Academy of Pediatrics and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Psychology and Behavioral Sciences Collection |
| FullText | Text: Availability: 0 |
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| Header | DbId: pbh DbLabel: Psychology and Behavioral Sciences Collection An: 105809061 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Kato+PM%22">Kato PM</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Cole+SW%22">Cole SW</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Bradlyn+AS%22">Bradlyn AS</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Pollock+BH%22">Pollock BH</searchLink> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Pediatrics%22">Pediatrics</searchLink>. Aug2008, Vol. 122 Issue 2, pe305-17. 1p. – Name: Abstract Label: Abstract Group: Ab Data: 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. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Pediatrics is the property of American Academy of Pediatrics and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1542/peds.2007-3134 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 1 StartPage: e305 Titles: – TitleFull: A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Kato PM – PersonEntity: Name: NameFull: Cole SW – PersonEntity: Name: NameFull: Bradlyn AS – PersonEntity: Name: NameFull: Pollock BH IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 08 Text: Aug2008 Type: published Y: 2008 Identifiers: – Type: issn-print Value: 00314005 Numbering: – Type: volume Value: 122 – Type: issue Value: 2 Titles: – TitleFull: Pediatrics Type: main |
| ResultId | 1 |