The DOI matches its Crossref record; 72 of the 72 references it cites were found in a registry or an index.
A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial
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.
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“Serious gaming (ie, [digital] games used for purposes other than purely entertainment) is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient groups [31-35].”
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“Co-authors including Pamela Kato verified that “Re-Mission” improves behavioral outcome in people with cancer [8].”
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Wang, Y., & Yatim, M. H. M. (2018) · Advances in game-based learning book series · doi:10.4018/978-1-5225-6026-5.ch006 · Cited by 2
Avaliação do serious game Immuno Rush sobre Imunologia
Machado, C. T., & Carvalho, A. A. A. (2018) · RENOTE · doi:10.22456/1679-1916.86027 · Cited by 2
Rapid-Play Games for Evaluating Future Technology
Seater, R. M., Kurucar, J., & Uhmeyer, A. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-11548-7_42 · Cited by 2
Pediatrik Onkolojide Palyatif Bakım Alan Çocuklara Psikolojik Destek Uygulamalarının Etkisi
Sarman, A. (2020) · Sağlık Akademisi Kastamonu · doi:10.25279/sak.584858 · Cited by 2
Alzahrani, S., Althumairi, A., Aljaffary, A. A., Alfayez, A., Alsalman, D., Alanezi, F., Alhodaib, H. I., Al-Rayes, S., Alrawiai, S., Aljabri, D., et al. (2021) · Informatics in Medicine Unlocked · doi:10.1016/j.imu.2021.100647 · Cited by 2
Alien Attack: A Non-Pharmaceutical Complement for ADHD Treatment
Ahufinger, S., & Herrero-Martín, P. (2021) · Entropy · doi:10.3390/e23101321 · Cited by 2
“This potential for increasing the patients’ engagement and motivation, as well as encouraging them to stay focused on specific tasks, can also lead to an increase in the effectiveness of neurocognitive training in patients and improved general outcomes [28].”
BackgroundHarteveld, C. (2011) · Springer eBooks · doi:10.1007/978-1-84996-157-8_2 · Cited by 3
Petley, R., Attewell, J., & Savill-Smith, C. (2011) · IGI Global eBooks · doi:10.4018/978-1-61350-101-6.ch518 · Cited by 2
Gamification and Health Literacy
Faddoul, B. (2015) · Advances in medical technologies and clinical practice book series · doi:10.4018/978-1-4666-9522-1.ch003 · Cited by 2
Harteveld, C. (2011) · Springer eBooks · doi:10.1007/978-1-84996-157-8_1 · Cited by 2
Vermeulen, L., Birk, M. V., Bateman, S., Schipper, H. S., Nijhof, S. L., & Lü, Y. (2022) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3505270.3558314 · Cited by 2
“In the game Re-mission [16], for example, stool jags— hardened stool piles shaped liked sta-lagmites found in the colon—break apart and cause damage; players can avoid the damage by using by shooting the jags, forming the argument that chemotherapy can harden stool and that patients need to be…”
BackgroundWho Engages and Why It Matters?
You, K.-L., Delaney, R. K., McKinley, N. J., Healy, P., & Thomas, T. H. (2023) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/ijgcms.316968 · Cited by 2
“Among cancer patients, serious games are also proven to improve their symptoms, adherence, self-management, and mood (Hodgkinson et al., 2007; Kato et al., 2008; Kim et al., 2018b; Loerzel et al., 2020; Wang et al., 2019).”
The role of digital games for sensitive social groups to foster empathy
Papoutsi, C. (2023) · Global Journal of Engineering and Technology Advances · doi:10.30574/gjeta.2023.16.2.0133 · Cited by 2
“The player will encounter several "passions" items along the journey, and they must get past the barriers in order to reach the treetops and soar into the air [30], [31].”
BackgroundInterventions to Promote Adherence: Innovations in Behavior Change Strategies
Schwartz, D. D., Axelrad, M. E., & Hilliard, M. E. (2015) · SpringerBriefs in public health · doi:10.1007/978-3-319-13668-4_4 · Cited by 2
Metadata
- Authors
- Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H.
- Affiliations
- Stanford Health Care (US)
- HopeLab (US)
- West Virginia University (US)
- The University of Texas at San Antonio Health Science Center (US)
- Venue
- Pediatrics
- Publisher
- American Academy of Pediatrics (AAP)
- Published
- 2008-08-01
- Volume
- 122
- Issue
- 2
- Pages
- e305-e317
- ISSN
- 0031-4005 (ISSN-L)
- 1098-4275
- OpenAlex
- W2163083471
- Cited by
- 802
- References
- 71
- Citations by year
- 2026: 14 · 2025: 26 · 2024: 26 · 2023: 39 · 2022: 41 · 2021: 44 · 2020: 51 · 2019: 44 · 2018: 61 · 2017: 46 · 2016: 75 · 2015: 95 · 2014: 62 · 2013: 55 · 2012: 48
- FWCI
- 17.72
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- PEDIATRICS (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Hopelab Foundation
- National Cancer Institute (CA-054174, P30CA054174, CA95861, CA 098543, U10CA098543, U10CA095861)
- Topics
- Health Sciences › Medicine › Family Practice › Medication Adherence and Compliance
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Pediatrics, Perinatology and Child Health › Childhood Cancer Survivors' Quality of Life
- Keywords
- video game intervention, medication adherence, adolescent and young adult cancer, self-efficacy, health knowledge, trimethoprim-sulfamethoxazole, 6-mercaptopurine, antibiotic prophylaxis, acute leukemia, lymphoma, soft tissue sarcoma, stress, quality of life, health education
- MeSH terms
- Adaptation, Physiological, Adaptation, Psychological, Adolescent, Adult, Female, Humans, Health Knowledge, Attitudes, Practice, Male, Neoplasms, Patient Compliance, Patient Education as Topic, Probability, Quality of Life, Reference Values, Health Behavior, Poisson Distribution, Video Games, Self Efficacy
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