Table 1.
Primary outcome | Assessment | Hypothesis | |
Implementation procedures | |||
|
Study population | Measured as the total number of participants who were consented and who completed T1a | 240 participants |
|
Participation rate | Measured as the total number of people who agreed to participate in the study divided by the total number of people who were eligible to participate in the study | ≥80% |
|
Number of randomized participants | Measured as the total number of participants randomized | 240 participants |
|
Randomization success | Assessed by comparing intervention and control conditions across all demographic and potential confounding variables at baseline | No differences between intervention and control condition at baseline |
|
Retention rate for T2b | Measured as the total number of participants who completed T2 divided by the total number of participants enrolled in the study | ≥80% |
|
Retention rate for T3c | Measured as the total number of participants who completed T3 divided by total number of participants enrolled in the study | ≥80% |
|
Retention rate in T2 and T3 | Measured as the total number of participants that completed both T2 and T3 surveys divided by the total number of participants enrolled in the study | ≥75% |
Game demand | |||
|
Game download | Assessed on T2 and T3 surveys: did you download the game titled “Singularities”?—Yes; No; Unsure | ≥80% selected “Yes” |
|
Any game play | Assessed on T2 and T3 surveys: did you play the game titled “Singularities”?—Yes; No; Unsure | ≥80% selected “Yes” |
|
Any game play | Total number people who played the game based on game play data from the secure file-transfer-protocol system divided by total number of participants randomized to intervention condition | ≥80% played |
|
Total time of game play | Assessed on T2 and T3 surveys: in the past month, about how long did you play the game “Singularities”?—I did not play the game; Less than 1 hour; 1 hour; 2 hours; 3 hours; 4 hours; 5 hours; 6 hours; 7 hours; 8 hours or more | ≥75% selected 1 hour or greater |
|
Total time of game play | The number of hours the game was played based on game play data from the secure file-transfer-protocol system | ≥75% played 1 hour or greater |
Game acceptability | |||
|
Gaming experience [92] |
Assessed on T2 and T3 surveys: response options used a 5-point Likert scale (range: 0-4)—Not at all, Slightly, Moderately, Fairly, Extremely; Question stem was “Please indicate how you felt while playing the game for each of the questions below”; Competence subscale —I felt skillful, I felt competent, I was good at it, I felt successful, I was fast at reaching the game’s targets; Sensory and imaginative immersion subscale —I was interested in the game’s story, it was aesthetically pleasing, I felt imaginative, I felt that I could explore things, I found it impressive, It felt like a rich experience; Flow subscale —I was fully occupied with the game, I forgot everything around me, I lost track of time, I was deeply concentrated in the game, I lost connection with the outside world; Tension and annoyance subscale (reverse coded)—I felt annoyed, I felt irritable, I felt frustrated; Negative affect subscale (reverse coded)—It gave me a bad mood, I thought about other things, I found it tiresome, I felt bored; Positive affect subscale —I felt content, I thought it was fun, I felt happy, I felt good, I enjoyed it | Mean scores ≥2 for each subscale separately |
|
Desire to play game again | Assessed on T2 and T3 surveys: I would like to play this game again—Strongly Disagree; Disagree; Neutral; Agree; Strongly Agree | ≥75% of intervention condition participants selected “Agree” or “Strongly Agree” |
|
Likelihood to recommend game to friends | Assessed on T2 and T3 surveys: how likely would you be to recommend that your friends play this game?—Definitely; Very Probably; Probably; Possibly; Probably Not; Definitely Not | ≥75% of intervention condition participants selected “Definitely,” “Very Probably,” or “Probably” |
aT1: baseline.
bT2: first follow-up.
cT3: final follow-up.