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Embedded Narrative in Interactive Game Design for Improving Medication Adherence of Schizophrenia

Z

Zhu Dian

Status

Suspended

Conditions

Gamification
Medication Adherence
Mental Health Issue
Schizophrenia and Related Disorders

Treatments

Combination Product: Healing Town: Embedded Narrative in Interactive Game (Psycho-education Tool) Design

Study type

Interventional

Funder types

Other

Identifiers

NCT06175559
Sjtu0002

Details and patient eligibility

About

This study explores the potential of an interactive narrative game to enhance medication adherence among stable schizophrenia patients. Employing participatory design methods, game's development and testing process actively involved patients and individuals closely connected to their daily lives. Artificial Intelligence-Generated Content (AIGC) facilitated swift iterations in game's visual style and content. During game therapy, patients are tasked with making decisions based on presented situations, which influence the course of the narrative.

Full description

Our game design is inspired by Cognitive Behavioral Therapy (CBT), specifically the autonomic engagement and emotion regulation for the treatment of stable schizophrenic patients. This design aims to motivate patients to practice the basic principles of CBT in a virtual environment with the aim of producing positive psychological and behavioral changes in real life.

To ensure that the interactive design in the game can effectively promote cognitive reconstruction and emotional regulation in patients, the investigators used the following game interaction strategies:

  1. Situational simulation: By simulating real-life situations, patients face challenges and make decisions in the game that are similar to those in real life, so as to train their cognitive and emotional regulation.
  2. Immediate feedback: Provide patients with immediate feedback during the game so that they can understand the impact of their decisions on the outcome of the game, thus encouraging them to make more positive decisions in real life.
  3. Role-imitation: Encourage patients to take an in-depth look at their thoughts and behaviors from a third-person perspective by having them take on the role of a therapy practitioner.

Enrollment

20 patients

Sex

All

Ages

18 to 60 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Stable Phase Schizophrenia
  • on long-term medication
  • medication adherence was problematic

Exclusion criteria

  • Serious Schizophrenia
  • Lack of basic cognitive abilities

Trial design

Primary purpose

Supportive Care

Allocation

N/A

Interventional model

Single Group Assignment

Masking

None (Open label)

20 participants in 1 patient group

Healing Town: Embedded Narrative in Interactive Game Design
Experimental group
Description:
The game-based medication intervention game "Wanping Town" in this study employed a multidisciplinary participatory design approach rooted in narrative theory and behavioral psychology models. The game consists of two perspectives: narrative decision stories and cognitive games. The investigators initially employed participatory design methods to determine the plot and elements within the game, then embedded the conclusions into the therapeutic elements of the game.
Treatment:
Combination Product: Healing Town: Embedded Narrative in Interactive Game (Psycho-education Tool) Design

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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