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NCT03957798
Evaluation of a Motion-Activated Refusal-Skills Training Video Game for Prevention of Substance Use Disorder Relapse
NA trial testing RecoveryWarrior 2.0 in Relapse in 80 participants. Completed in 31 October 2016.
21 June 2016
Quick facts
| Lead sponsor | George Washington University |
|---|---|
| Phase | NA |
| Status | Completed |
| Study type | INTERVENTIONAL |
| Allocation | randomized |
| Design | parallel |
| Masking | single |
| Primary purpose | treatment |
| Enrollment | 80 |
| Start date | 5 February 2016 |
| Primary completion | 21 June 2016 |
| Estimated completion | 31 October 2016 |
Drugs / interventions tested
- RecoveryWarrior 2.0
Conditions studied
- Relapse — all drugs for Relapse →
- Opioid Use — all drugs for Opioid Use →
- Marijuana Usage — all drugs for Marijuana Usage →
Sponsor
George Washington University
Who can join
Adults 15 to 25, any sex, with Relapse or Opioid Use. Patients with the condition only — healthy volunteers not accepted.
Sponsor's own description
The project proposes to continue the development of an intervention for relapse prevention in the form of a professional quality video game which rewards drug-rejecting physical motions and spoken refusal phrases. Phase I research findings showed that youth in recovery experienced increased low craving levels, strong levels of satisfaction, and interest in attending treatment sessions where the intervention is available - an important outcome since failure to attend treatment is highly correlated with relapse. In Phase II, the investigators propose to modify and expand the prototype based on customer feedback from treatment centers, counselors and patients. The investigators will test the effectiveness of the motion and voice-controlled game in a randomized controlled trial of youths in treatment for opioid use disorder who have access to the game for a month. The investigators will measure the effect of gameplay on successful completion of detoxification/inpatient treatment and rates of linkage to next level of outpatient treatment. The investigators will also measure the effect of gameplay compared to treatment as usual (TAU) during a subsequent episode of outpatient treatment (following inpatient), on rates of treatment attendance, treatment retention, urine drug test results, substance use self-report, treatment alliance, drug craving, and treatment satisfaction.
Publications & conference data
1 peer-reviewed publication reference this trial (live from Europe PMC):
-
A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial.
Abroms LC, Fishman M, Vo H, Chiang SC, et al · · 2019 · cited 6× · PMID 31124471 · DOI 10.2196/11716
Verify or expand the search:
- PubMed search for NCT03957798
- Europe PMC full search
- ASCO Meeting Library
- ESMO Meeting Library
- bioRxiv preprints
- medRxiv preprints
- Google Scholar
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Other George Washington University trials
Trials by the same sponsor.
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Verify against primary sources
- ClinicalTrials.gov — authoritative US registry record
- WHO ICTRP — international registry index
- EU Clinical Trials Register
- Sponsor press releases (Google)
- Trial protocol + status: ClinicalTrials.gov NCT03957798 (US National Library of Medicine, public domain)
- Publications: Europe PMC API search by NCT ID, retrieved 10 June 2026
- Drug + disease cross-links: matched in real time against Drug Landscape's normalised drug + company + condition tables
- Sponsor: as reported to ClinicalTrials.gov by George Washington University
- Last refreshed: 21 May 2019
Drug Landscape aggregates and links these public records for informational use only. Always verify against the primary source before clinical or regulatory decisions. Canonical URL: https://druglandscape.com/trial/NCT03957798.
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