| Unique ID issued by UMIN | UMIN000060302 |
|---|---|
| Receipt number | R000066960 |
| Scientific Title | Testing the effectiveness of gaming-based intervention for advance care planning (ACP) in the community elderly |
| Date of disclosure of the study information | 2026/01/14 |
| Last modified on | 2026/01/08 16:24:02 |
Testing the effectiveness of gaming-based intervention for advance care planning (ACP) in the community elderly
Testing the effectiveness of gaming-based intervention for advance care planning (ACP) in the community elderly
Testing the effectiveness of gaming-based intervention for advance care planning (ACP) in the community elderly
Testing the effectiveness of gaming-based intervention for advance care planning (ACP) in the community elderly
| Japan |
Local Elderly
| Medicine in general |
Others
NO
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.
Efficacy
Change in self-efficacy (ACPES 5-point scale)
Readiness (ACPES 5-point scale)
Whether ACP is implemented
Whether advance directives are prepared
Whether an agent is selected
Interventional
Single arm
Non-randomized
Open -no one is blinded
Self control
1
Educational,Counseling,Training
| Other |
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
| 65 | years-old | <= |
| 100 | years-old | > |
Male and Female
(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
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
41
| 1st name | Akihiko |
| Middle name | |
| Last name | Terasawa |
Fujita Medical University, Graduate School of Medicine, Department of Medicine, Clinical Medicine Field
Acute Comprehensive Medicine and General Internal Medicine
470-1192
1-98 Tarakukubo, Kutsugake-cho, Toyoake-shi, Aichi, Japan
0562-93-2000
81024033@fujita-h.ac.jp
| 1st name | Naoki |
| Middle name | |
| Last name | Fushimi |
Fujita Medical University, Graduate School of Medicine, Department of Medicine, Clinical Medicine Fi
Acute Comprehensive Medicine and General Internal Medicine
6638231
1-98 Tarakukubo, Kutsugake-cho, Toyoake-shi, Aichi, Japan
09016767184
ocean_blue6332@yahoo.co.jp
FUJITA HEALTH UNIVERSITY
other
Self funding
Fujita Medical University, Graduate School of Medicine, Department of Medicine, Clinical Medicine Field
Fujita Medical University, Graduate School of Medicine, Department of Medicine, Clinical Medicine Fi
09016767184
ocean_blue6332@yahoo.co.jp
NO
| 2026 | Year | 01 | Month | 14 | Day |
Unpublished
Preinitiation
| 2025 | Year | 11 | Month | 28 | Day |
| 2026 | Year | 11 | Month | 28 | Day |
| 2027 | Year | 01 | Month | 01 | Day |
| 2028 | Year | 01 | Month | 01 | Day |
| 2026 | Year | 01 | Month | 08 | Day |
| 2026 | Year | 01 | Month | 08 | Day |
Value
https://center6.umin.ac.jp/cgi-open-bin/icdr_e/ctr_view.cgi?recptno=R000066960