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Discover Pediatric Collections on COVID-19 and Racism and Its Effects on Pediatric Health

American Academy of Pediatrics
Article

A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial

Pamela M. Kato, Steve W. Cole, Andrew S. Bradlyn and Brad H. Pollock
Pediatrics August 2008, 122 (2) e305-e317; DOI: https://doi.org/10.1542/peds.2007-3134
Pamela M. Kato
aDepartment of Pediatrics, Stanford Hospital, Stanford, California
bHopeLab Foundation, Redwood City, California
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Steve W. Cole
bHopeLab Foundation, Redwood City, California
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Andrew S. Bradlyn
cHealth Research Center, Robert C. Byrd Health Sciences Center, West Virginia University, Morgantown, West Virginia
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Brad H. Pollock
dDepartment of Epidemiology and Biostatistics, School of Medicine, and San Antonio Cancer Institute, University of Texas Health Science Center, San Antonio, Texas
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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.

  • adherence
  • cancer
  • video game
  • adolescent
  • pediatric oncology
  • randomized trial
  • Accepted April 7, 2008.
  • Copyright © 2008 by the American Academy of Pediatrics

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Pediatrics
Vol. 122, Issue 2
August 2008
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A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial
Pamela M. Kato, Steve W. Cole, Andrew S. Bradlyn, Brad H. Pollock
Pediatrics Aug 2008, 122 (2) e305-e317; DOI: 10.1542/peds.2007-3134

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A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial
Pamela M. Kato, Steve W. Cole, Andrew S. Bradlyn, Brad H. Pollock
Pediatrics Aug 2008, 122 (2) e305-e317; DOI: 10.1542/peds.2007-3134
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Subjects

  • Hematology/Oncology
    • Hematology/Oncology

Keywords

  • adherence
  • cancer
  • video game
  • adolescent
  • pediatric oncology
  • randomized trial
  • AYA—adolescents and young adults
  • 6-MP—6-mercaptopurine
  • TMP/SMX—trimethoprim-sulfamethoxazole
  • 6MMP—methylmercaptopurine nucleotides
  • 6-TG—6-thioguanine nucleotides
  • MEMS—Medication Event Monitoring System
  • CDCI—Chronic Disease Compliance Instrument
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