The a16z Show - Journal Club: Therapeutic Video Game on Trial
Episode Date: June 28, 2020In this episode of the a16z bio journal club, we cover one of the key clinical trials that supported the recent FDA approval of the first prescription video game. The game was developed by Akili Inter...active, is called EndeavorRx, and is now a clinically-validated therapy for improving attention in children with Attention Deficit Hyperactivity Disorder (ADHD). But how does a game improve attention? How does a clinical trial evaluate the efficacy of a game? And what are the pros and cons of a video game as compared to traditional pharmacological therapies for ADHD? Bio deal team partner Justin Larkin and Lauren Richardson delve into these questions and more in their discussion of this clinical trial:“A novel digital intervention for actively reducing severity of paediatric ADHD (STARS-ADHD): a randomised controlled trial” in Lancet Digital Health (April 2020) by Scott H Kollins, Denton J DeLoss, Elena Cañadas, Jacqueline Lutz, Robert L Findling, Richard S E Keefe, Jeffery N Epstein, Andrew J Cutler, and Stephen V Faraone.a16z bio Journal Club (part of the a16z Podcast), curates and covers recent advances from the scientific literature -- what papers we’re reading, and why they matter from our perspective at the intersection of biology & technology (for bio journal club). You can find all these episodes at a16z.com/journalclub. Stay Updated:Find a16z on YouTube: YouTubeFind a16z on XFind a16z on LinkedInListen to the a16z Show on SpotifyListen to the a16z Show on Apple PodcastsFollow our host: https://twitter.com/eriktorenberg Please note that the content here is for informational purposes only; should NOT be taken as legal, business, tax, or investment advice or be used to evaluate any investment or security; and is not directed at any investors or potential investors in any a16z fund. a16z and its affiliates may maintain investments in the companies discussed. For more details please see a16z.com/disclosures. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
Transcript
Discussion (0)
Hello and welcome to the A16Z Journal Club, our podcast where we cover recent scientific advances in bio,
why they matter, and how to take them from proof of principle to practice. I'm Lauren Richardson.
Today's episode covers the topic of digital therapeutics, given that earlier this month,
the FDA approved its first ever prescription video game. And since this is a journal club,
we go into one of the key clinical trials underpinning this historic decision,
published recently in Lancet Digital Health by Scott Collins and colleagues,
which evaluated this game's ability to improve attention in kids with
attention deficit hyperactivity disorder or ADHD.
Our sister podcast, 16 Minutes on the News, also covered this topic,
debating the bigger picture questions of what is and isn't a digital therapeutic
and where pricing and regulation comes in.
You can find that episode at A16Z.com forward slash
16 minutes. A16Z Bio Deal team partner, former MD and entrepreneur, Justin Larkin,
joins me in this discussion where we cover the pros and cons of this video game compared to
traditional pharmacological therapies. The game specifically targets the attention impairments
in 8 to 12-year-olds by having them help an avatar navigate a digital environment in the face
of other distractions. We also discuss how the randomized control clinical trial,
or RCT was designed, the limitations of the study, and the open questions to be addressed.
Will you begin with what question this paper answers?
Can a video game be a digital therapeutic?
And I think this paper resoundingly answers that question of yes.
A video game can target a specific mechanism of action, can have efficacy to cross that
threshold of being considered a therapeutic.
But then I think more importantly is can this specific video game have an impact on a child
with ADHD to the point where it could be considered a tool in the toolkit of a physician
treating this patient. And I would argue the resounding answer from this is certainly this is
something that could be considered, both because there's an obvious benefit, but also the risks
associated with it that proved to be pretty minimal. There's plenty more research to be done,
but I think this paper does a great job at answering that, and the subsequent FDA decision
just went on to reinforce that even further. My favorite part of the paper was getting to watch
that supplemental file showing this kid's video game.
see kind of what the kid sees and being able to connect that to kind of the goals of the game.
If you were to watch that video outside of, you know, the context of knowing that this was coming
from a digital therapeutic company or a clinical trial, you probably wouldn't know that it was
a digital therapeutic. You'd probably think it was any other video game that our kids are playing
these days. But I think the opportunity for digital therapeutics is that it creates an environment
where a therapeutic can actually be enjoyable, can actually be entertaining.
And the really cool thing about this program is that it learns, it's able to know what the kid's ability is and then tailor the game and how hard it is based on how quickly they pick it up. And it's always responding to that level of engagement as a kid learns to adopt those skills.
Yeah. If you think about traditional therapeutic like a pill, there's no opportunity for kind of real time iteration of the therapeutic. There's no ability to say, hey, you know, this person is responding great. So we're going to cut this thing off. Or hey, this person isn't responding. So let's uptight trade.
the dose, where in the game, there's this ability in real time to iterate on how the person's
experiencing that therapy. Yeah, I've known kids with ADHD, and some days they have good days,
and some days they have days where it's more difficult. Being able to have that happen,
real time seems really appropriate for this type of condition. I think it's a really great
match between kind of underlying mechanism, underlying patient characteristics, and the method of
delivery of the therapeutic. So there is proof of concept evidence from previous studies at this
therapeutic video game can help kids with ADHD, but this particular study really test that
hypothesis with a sophisticated and careful clinical trial design. So let's dig in now to some of
the important details of the study. This built upon the previous studies by having a truly
randomized controlled trial. So this is where there's a control group and then the
interventional group getting the acule developed intervention. But then also importantly,
all of the researchers involved were blinded to the intervention. The families themselves and the
patients themselves are blinded to whether they're in an intervention group or not.
So the control group also got a video game and it was like a word search game. It also learned.
It was also rewarding. It also had a lot of the same kind of game design elements,
but that video game doesn't target those same pathways that are issues in ADHD.
And importantly, this also used a method called the intention to treat,
meaning that all of the people that were initially stratified into the two groups were
included in the statistical analysis, regardless of whether they completed or not. So really meeting
at this top-level criteria of what it means to be a rigorous RCT for a therapy. Yeah, this study is
pre-registered. And so the idea behind pre-registration is that you, as a researcher, lay out exactly
what you're going to do before you ever do the study, how you're going to collect the data,
how you're going to analyze that data. And importantly, what you determine to be a significant
outcome before you look at any of the data. And that really helped.
prevent that kind of post-talk, we looked at the data, we see this is significant, therefore
this is important. You're saying from the start, this is important, and we'll only know if
our study is successful if it meets this particular endpoint. Yeah, I think the study highlights the
importance of having that foresight and the design, but also another thing that was interesting in
the study was the choice of outcome metrics. Traditionally in ADHD research, a lot of the outcomes
have been focused on their number of different metrics and batteries of surveys and subjective
measures to assess symptoms of ADHD, whereas this particular study, we use a measure called the Tova
API, that's T-O-V-A API, which is really focused on assessing objectively attention. They picked
an outcome that really got out some of the core impairment that comes along with ADHD, and then
a lot of circumstances is equated with some of the challenges kids might have in the classroom
or in other settings. Yeah, it's FDA-approved, validated, computerized performance to measure
attention and inhibitory control. And using that as the readout is a much more, as you say,
objective way to measure attention and control as opposed to even having doctors evaluate kids.
One could argue, you know, are they just picking the outcome measure that is most likely to correlate
with the video game? And, you know, by definition, you have a video game focused on attention.
Do we just pick the one kind of validated FDA-proof metric that likely is to see that effect?
But, you know, what struck me as I read this is that a lot of times what impacts the quality of life
of these kids with ADHD are the impairments that they see in the school or as they get older in the
workplace. And there has been a lot of discussion and validation around this TOVA API metric of
being in a lot of ways analogous to those impairments that cause issues in those settings. I think
it's actually a pretty insightful selection. So the study is deemed successful or unsuccessful,
whether it achieves this change in the TOVA API score. But they also measured all of these
subjective metrics as well.
One of the interesting things in the study is that the primary outcome, we saw the
statistically significant difference between the two groups, but a lot of the secondary
outcomes actually didn't see major differences.
And let's skip that the root question we mentioned earlier of what are those outcome
measures actually measuring, whereas the primary outcome measures really looking at attention,
which is the core target of the game.
A lot of the other secondary measures were looking at more broad definitions of impairment,
so impairments beyond attention issues, or symptoms more
broadly, that oftentimes the clinician or the parents or the patients themselves are assessing.
When they compared on the subjective measures, the test game did about the same as the control game,
and they both saw improvements, which was interesting. So what do you think is some of the underlying
cause between seeing improvements in both the control group and the test group?
I think it's an important nuance of the study, because for typical therapies you would expect the RCT to be
structured to where the control group often gets the gold standard of care, gets an alternative
therapy. But in this case, the control group got a game that most kids aren't playing with ADHD.
And I think that was important in the first place, because in order to really have this be
blinded to the families and to the researchers, you had to have a video game. You couldn't just
give them a pill and say, hey, here's control group of the pill. Here's the test an invention group
with the video game. The one downside of that is that there could be actually some effect from the
video game and the control group. The author speak to this a little bit in the discussion section,
but they mentioned that the actual activity of the control video game likely requires additional
attention and some of the same kind of cognitive skills and functions that, although weren't
necessarily intentionally targeted, the consequences that perhaps some of the lack of more
dramatic difference between the intervention of the control and could be due to the fact that
the control itself actually has some net benefit as well. Yeah, the other important aspect that they
mentioned in terms of why the control and the test did equally well was that when patients and
parents get a treatment, they have a perceived benefit. It's almost like a placebo effect,
where, you know, you expect to have a benefit from this. So the game, both the parents and the
patients of the control game and the test game, had that same level of expectation that this would
help? I think it just begs the question of, can a video game that demonstrates impact on
attention have the long-term impact that we hope for, or is it's failure to demonstrate impact
across the other secondary measure is going to somehow be an impediment to the ultimate impact
of this game? That's an excellent point, because ADHD is a really complex disease with a lot of
different elements that all contribute to this ADHD phenotype, if you will. And so,
they've chosen one particular aspect of this to target with their game, but it's still unclear
whether just targeting that one particular aspect is enough to make a difference in the lives
of these kids. And especially, we don't know how long the duration of this impact is.
While I'm very enthusiastic about the outcome this paper, I do want to be clear that it's not a
silver bullet, that not everyone was a responder to this therapy. That being said, it was
statistically significantly higher group of people that did respond compared to the control.
But the study was four weeks long and there wasn't a long period of follow up after that.
And so the question is, can patients be expected to continue to engage with this game for the five
sessions a day, five days a week over time?
And if not, is there a lasting effect that is seen from earlier engagements with the game?
And that brings up another really interesting point, which is one of the cool things about
digital therapeutics is that they inherently have real world evidence built.
And this gets back to our earlier point about iteration on, you know, dose and method of delivery.
But pills, there's no way to measure its effect in the future or measure use of the pill.
You have to kind of layer on additional tools and things.
But software by its very nature is collecting data.
It's presenting data.
It's looking at outcomes from that data.
It's presented to patients.
And so it creates a really interesting way where Akely or others could pretty quickly look at,
how are patients engaging over time?
And in the future, potentially make adjustments to this game or others based on that,
obviously going through the proper regulatory processes along the way, but it's, I think,
a really cool opportunity for real-world evidence to be the default as opposed to this kind of
program and post-market study. You have to layer on top of a pill that doesn't necessarily
cater to that. And arguably, you could even layer in a lot of the outcome assessments in a completely
seamless process. So imagine at the end of every week, you know, instead of having a traditional
endeavor module pop up, the Tova API module pops up. And it's just, it makes in a process that,
again, by default, caters to real world evidence as opposed to having to be a really clunky add-on.
Yeah, in the paper, they cite two studies from the USA and UK that found that most children with pediatric mental health needs do not have proper access to services.
And so a digital therapy like this, and especially, you know, if it's able to get integrated with the Tova API and able to, you know, send that kind of information to the doctor would really allow a great,
increase in the accessibility to treatment and to therapies to people who just don't have proper access.
And it bakes the question of if we really want to realize that potential of scaling access,
especially for those that otherwise might not have access to quality psychiatric care and pediatric
psychiatric care, how can we build business models to enable that?
How can we build business models that allow people that are uninsured or are underinsured
or that don't have a psychiatrist within driving distance to access this in a way?
that currently, you know, with a standard therapeutic go-to-market, just we aren't necessarily going to
realize. And so, again, it inspires, I think, an opportunity for a lot of creativity, but also, you know,
some unique challenges that we're going to have to confront. Yeah, and I think that links to the safety
of these. So this video game had a really low risk, low rate of adverse events. There was 7% of
kids experienced an adverse event, and that was headache or frustration, really. And that, compare that
to pharmaceuticals, the drugs for ADHD, which have 40 to 60 percent of kids experience adverse events.
So if they have such a low risk, you can really make them super easily available,
something that can be really broadly used and distributed that may provide some real benefit to patients.
I chuckled when you said, you know, the headache and frustration because I just envisioned my
11-year-old self playing a video game and throwing the controller at the wall or something like
that because I just lost the level. And so I can imagine that some kids had frustration as they didn't
get their objectives in the game.
But you're absolutely right.
Specifically for some of these mental health-focused,
neuropsychiatric-focused interventions,
I think were more likely than not going to see risk profiles that are really low.
And I think that's amazing because, to your point,
enabled a number of them to already be launched,
even before FDA formal approval in this pandemic era,
but also in the future,
I think it would suggest that there could be ways for these to be distributed more broadly.
And also, I think it just allows providers to feel more comfortable
prescribing these, knowing that there's not as high of risk, whether it's side effect or
a diversion of the medications or something like that.
So we have talked about the background, and we've talked about the study design, and that
they achieved this statistically significant outcome. Let's talk about the limitations of this
study and what the next pieces of evidence that are needed to really solidify that this
is an effective therapy. A couple of big questions that come to mind for me is, is this representative
So is this a study that you could then go on to extrapolate to a general population, in this case,
you know, population of kids with ADHD, specifically of the age 8 to 12? But also, you know,
the bigger secondary questions, are there any major statistical or methodological issues that would be red flags
that would lower your confidence in the results? I think this paper sets a great example of what a model
RCT can look like for a digital therapeutic. But as we alluded to earlier, I don't think it necessarily
is that silver bullet. So if you look at who they all,
allowed into the study, the patients had to have an objective baseline deficit and
attentional function, meaning that they had to have a specific score on the Tova assessment
to be included, which isn't necessarily representative of a lot of ADHD patients.
And so the implication of that is that, A, we either need to do additional research to prove
that this is more broadly generalizable, or B, the providers are going to have a little bit
more limited subset of their patient population that they could, with confidence and conviction,
and prescribe this to and expect an impact from it.
The other key piece I would say is the exclusion of medications from the trial.
So patients either had to not be on medications or they had to be several days removed from their
medications when they came under the trial.
The real promise of this digital therapeutic is likely in conjunction with other
therapeutic modalities, whether the behavioral approaches or medication approaches.
And so without that, it's hard to, again, understand what is the impact of this in combination
with a therapeutic?
And then I think the last major one is the duration of the study.
So it was one month.
There was no time period included after they had wrapped up using the game.
So there was no answer to when engagement goes down with the game is the impact persistent.
That would be something super interesting is to see how people engage with this video game over time.
And then when they don't engage, do we continue to see durable impact from the game?
So what is the key takeaway message from this research?
I think the key take home for this article is that the definition of what can be a therapeutic
is arguably much broader than what we would imagine. Yet, the standard for what should qualify
as a therapeutic is quite high. And this, I think paper does an amazing job of illustrating the type of rigor
that should go into supporting that. Thank you, Justin, for joining me on A16Z Journal Club this
week. Yeah, it's great joining. Thank you for having me.
