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Multi-Site Evaluation of a Video Game for Adolescents and Young Adults With Cancer

13 Years
29 Years
Not Enrolling

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Trial Information

Multi-Site Evaluation of a Video Game for Adolescents and Young Adults With Cancer

POPULATION: Approximately 340 patients will be enrolled in this study. Patients will be 13
to 29 years of age with any cancer (original diagnosis or relapse), currently receiving
treatment and expected to be on treatment for at least 4 - 6 months following Baseline
assessment, and able to communicate effectively in English, Spanish, or French.
Approximately 170 patients will be enrolled in each of the two treatment groups. Each group
will receive either the “Re-Mission” video game and a popular interactive video game, or
just the popular interactive video game.

DESIGN: This is a multi-center, randomized trial, with patients randomized to one of two
groups. One group (50% of patients) will receive the active intervention, which is the
psycho-educational video game module called Re-Mission and a popular video game (hereafter
“RE-MISSION”) and another group (50 % of patients) will be in a game control group and
receive a popular video game only (hereafter “GAME CONTROL. The games in the RE-MISSION and
GAME CONTROL groups are delivered on identical mini, personal computers (hereafter

INTERVENTION: Each patient in the RE-MISSION group will be asked to play “Re-Mission” along
with the popular video game for at least one hour a week for a period of ten to fourteen
weeks. “Re-Mission” presents a 3-D environment in which the player can manipulate a
humanoid character inside the virtual body of a patient with cancer. Game-play consists of
guiding the character to destroy cancer cells and other “enemies” in the body (e.g.,
bacteria) while avoiding injury or weakness. During the process of playing the game and
guiding the character through a series of missions, the player learns about chemotherapy and
other medical treatments, health-promoting self-care behaviors, infections, and pain
management. In addition, the game has also been designed to facilitate the patient’s
ability to share knowledge and concerns with others.

DURATION OF STUDY: 9 –12 months

Inclusion Criteria:

1. Male or female patient 13 to 29 years of age with a cancer diagnosis.

2. Patient who is currently receiving treatment and is expected to remain on treatment
for at least 4 – 6 months.

Exclusion Criteria:

1. Patient who has a history of seizures due to photosensitivity.

2. Patient who has been determined by the investigator to be incapable of following the
study schedule or study directions for any reason.

3. Patient who can not communicate effectively with study personnel in English, Spanish,
or French.

Type of Study:


Study Design:

Allocation: Randomized, Endpoint Classification: Safety/Efficacy Study, Intervention Model: Parallel Assignment, Masking: Open Label, Primary Purpose: Supportive Care

Outcome Measure:


Principal Investigator

Pamela M Kato

Investigator Role:

Principal Investigator

Investigator Affiliation:

HopeLab Foundation


United States: Institutional Review Board

Study ID:




Start Date:

October 2004

Completion Date:

November 2005

Related Keywords:

  • Neoplasms
  • Cancer
  • Video game
  • Adolescent
  • Young adult
  • Neoplasms



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Kapiolani Medical CenterHonolulu, Hawaii  96826
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St John Van Elslander Cancer CenterGrosse Pointe Woods, Michigan  48236
Children's Health Care - MinneapolisSt. Paul, Minnesota  55404
Children's Hospital of New MexicoAlbuquerque, New Mexico  87131-0001
Golisano Children's Hospital, University of RochesterRochester, New York  14642
Warren Clinic / Saint Francis HospitalTulsa, Oklahoma  74136
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