Tokyo, Jan. 14 -- UMIN Clinical Trials Registry (UMIN-CTR) received information related to the study (UMIN000060302) titled 'Testing the effectiveness of gaming-based intervention for advance care planning (ACP) in the community elderly' on Jan. 14.

Study Type: Interventional

Study Design: Basic Design - Single arm Randomization - Non-randomized Blinding - Open -no one is blinded Control - Self control

Primary Sponsor: Institute - FUJITA HEALTH UNIVERSITY

Condition: Condition - Local Elderly Classification by malignancy - Others Genomic information - NO

Objective: Narrative objectives1 - In Japan, the aging population has reached unprecedented levels, with individuals aged 65 and over accounting for approximately 29% of the total population as of October 2023. To maintain and enhance the quality of life (QOL) for older adults, attention must be paid not only to physical and cognitive health but also to psychological and social well-being. Among these factors, self-efficacy and readiness are critical psychological components that support older adults in adapting to life changes and maintaining autonomy.

Self-efficacy refers to the belief in one's own ability to take appropriate action, and it is known to correlate with proactive health behaviors and social engagement. Readiness is defined as the willingness and ability to adapt to new environments and changes, and it also plays a key role in decision-making regarding future medical and care needs.

Advance Care Planning (ACP), which encourages individuals to consider and communicate their values and preferences for future medical care, requires both self-efficacy and readiness. However, many older adults struggle to initiate ACP discussions despite recognizing their importance.

Recent studies have shown that digital games can contribute to improved cognitive function and psychological well-being among older adults. Game-based experiences involving challenges and role-play may enhance self-efficacy, reduce resistance to ACP, and foster readiness to engage in future planning.

This study aims to examine the effects of gaming experiences on self-efficacy, readiness, and attitudes toward ACP among older adults aged 65 and above. By conducting pre- and post-gameplay questionnaires, we will assess psychological changes and explore the potential of gaming as a novel intervention to promote ACP in an aging society. Basic objectives2 - Efficacy

Intervention: Interventions/Control_1 - This is a non-invasive study that does not involve physical invasion or drug intervention. Therefore, the medical and physical risks are considered to be extremely low

Eligibility: Age-lower limit - 65 years-old

Gender - Male and Female Key inclusion criteria - (1) Be 65 years old or older (2) Show interest in ACP and be able to understand the explanation about ACP (3) Be able to understand the explanation of the card game rules (4) Be able to participate in the card game and the questionnaire survey (5) Be able to give his/her consent after receiving an explanation of this study Key exclusion criteria - 1) Those who have been diagnosed with dementia or severe cognitive impairment 2) Those who have a history of mental illness and are deemed to have difficulty participating in this study 3) Those who have significant visual or hearing impairment and have difficulty playing games or answering questionnaires 4) Those whose health condition is expected to deteriorate rapidly during the study period 5) Others whom the principal investigator deems unsuitable Target Size - 41

Recruitment Status: Recruitment status - Preinitiation Date of protocol fixation - 2025 Year 11 Month 28 Day Date of IRB - 2026 Year 11 Month 28 Day Anticipated trial start date - 2027 Year 01 Month 01 Day Last follow-up date - 2028 Year 01 Month 01 Day

To know more, visit https://center6.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000066960

Disclaimer: Curated by HT Syndication.